Search found 234 matches
- Sat Oct 21, 2023 7:19 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 45530
Re: Friday Facts #381 - Space Platforms
It looks strange not to have some method for how buildings are placed on the space platform. Perhaps specialized space spidertrons for construction would be nifty; instead of pointy feet, they grab hold of the platform to move around, and ideally, their animation is impacted by how much thrust is be...
- Sat Nov 27, 2021 7:59 am
- Forum: General discussion
- Topic: Alt-F4 #53 - Laziness through Automation
- Replies: 3
- Views: 2210
Re: Alt-F4 #53 - Laziness through Automation
From the point of view of maximum laziness; reuse the screenshot layouts for main menu scenarios and/or test cases?
Also, I think there's an option to tell factorio to load a map then run for n ticks; though I don't know if you can use graphics in that mode.
Also, I think there's an option to tell factorio to load a map then run for n ticks; though I don't know if you can use graphics in that mode.
- Sun Nov 21, 2021 7:52 am
- Forum: Ideas and Requests For Mods
- Topic: Targeted/Directional Radars
- Replies: 1
- Views: 1168
Re: Targeted/Directional Radars
Two methods I know of to nearly do what you're describing; fire artillery where you're exploring, or the scanning radar mod; it allows you to describe minimum and maximum range, and start and end angle from the radar.
- Sun Nov 21, 2021 7:47 am
- Forum: Ideas and Requests For Mods
- Topic: Mod request/idea - Water strider
- Replies: 4
- Views: 1824
Re: Mod request/idea - Water strider
So... a spidertron with floaties (pontoons, I guess), or perhaps one with really long legs?
- Tue Nov 16, 2021 8:40 am
- Forum: Ideas and Suggestions
- Topic: (minable) beach tiles around water areas
- Replies: 1
- Views: 1108
Re: (minable) beach tiles around water areas
Sounds like something that should be easily doable by a mod. Some mods that do parts of what you're suggesting: * https://mods.factorio.com/mod/platforms <-- removable tiles that go over water Any number of mods that override and/or modify terrain generation. A trivial solution would be something li...
- Tue Nov 16, 2021 8:20 am
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 2285
Re: on_player_placed_equipment by mod/player
Edit: To actually address the topic: I suspect that one reason to want to know if the event was raised by a script is to avoid two scripts duelling over what precisely should be in the equipment grid or not. I assume that that's a large part of why the script_raised events exist. --- At least in 0.1...
- Mon Nov 15, 2021 11:09 am
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 2285
Re: on_player_placed_equipment by mod/player
Perhaps an optional player field in on_equipment_inserted, if nil, it wasn't a player?
Do note that an inserter can... insert equipment into a grid under the correct conditions.
Do note that an inserter can... insert equipment into a grid under the correct conditions.
- Sun Sep 13, 2020 2:36 pm
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 12235
Re: Six legs good, Eight legs bad!
I like spiders; they tend to eat all the other creepy-crawlies.
In terms of a practical solution, replacing the leg graphics with empty graphics seems the most compatible solution for multiplayer.
Perhaps a zip file of empty png files to overwrite the base graphics?
In terms of a practical solution, replacing the leg graphics with empty graphics seems the most compatible solution for multiplayer.
Perhaps a zip file of empty png files to overwrite the base graphics?
- Sun Sep 13, 2020 2:26 pm
- Forum: Modding discussion
- Topic: Guidelines for matching the game's art style?
- Replies: 5
- Views: 3010
Re: Guidelines for matching the game's art style?
One of the FFFs suggested that the graphics are first rendered, and then possibly distressed, and then for icons, the individual mipmaps tweaked to look good. The impression I get is that Factorio buildings tend to be weathered, while Angel's, and even more so Pyanodan's, are shiny and new, as if th...
- Sun Sep 13, 2020 2:08 pm
- Forum: Texture Packs
- Topic: [Request] The Deep - Graphics to travel between layers
- Replies: 4
- Views: 3700
Re: [Request] The Deep - Graphics to travel between layers
You might be able to use the graphics from https://mods.factorio.com/mod/Surfaces or perhaps https://mods.factorio.com/mod/subterra ?
- Sun Sep 13, 2020 9:17 am
- Forum: Won't implement
- Topic: A new prototype type to describe compound entities?
- Replies: 4
- Views: 1516
Re: A new prototype type to describe compound entities?
I think you would basically need the equivalent of, or perhaps precisely, a blueprint string to make that work, including the ability to specify sub-tile locations, circuit connections, etc.
- Sun Sep 13, 2020 9:11 am
- Forum: Won't implement
- Topic: A new prototype type to declare magic entities?
- Replies: 3
- Views: 1578
Re: A new prototype type to declare magic entities?
Ah, but what if you want to make something magic in two ways; if you have just one tag, only one value can be associated; you could also do a set of tags, so this thing is interesting to mod 1 and mod 2.eradicator wrote: ↑Sat Sep 12, 2020 10:31 amA freetext "tag=" on PrototypeBase would be sufficient.
- Sun Sep 13, 2020 1:34 am
- Forum: Ideas and Requests For Mods
- Topic: mod idea: big bag / pallets mod
- Replies: 3
- Views: 1460
- Sat Sep 12, 2020 4:03 am
- Forum: Won't implement
- Topic: A new prototype type to declare magic entities?
- Replies: 3
- Views: 1578
A new prototype type to declare magic entities?
It would be useful to be able to declare that a given entity is magic (has additional behaviour that is supplied by a control script), so that if a mod creates a derived entity, it too can be flagged as being magical, without requiring explicit support in both mods. something like: data:extend{ { ty...
- Sat Sep 12, 2020 3:50 am
- Forum: Won't implement
- Topic: A new prototype type to describe compound entities?
- Replies: 4
- Views: 1516
A new prototype type to describe compound entities?
It could be useful to have a new prototype that can encode the components of a compound entity (one where a proxy object is built, and immediately replaced with a set of other entities). As an example use-case, it is not possible to create a Battery powered Cargo Ship without explicit support from b...
- Tue Aug 25, 2020 4:44 pm
- Forum: Mods
- Topic: [MOD 0.18] RITEG
- Replies: 34
- Views: 14527
Re: [MOD 0.18] RITEG
https://mods.factorio.com/mod/RITEG/dis ... a405f0bf3a
Crash on changing map-wide settings, possibly due to RITEGs being cloned by warptorio2?
Crash on changing map-wide settings, possibly due to RITEGs being cloned by warptorio2?
- Fri Aug 21, 2020 11:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Spidertron Dock
- Replies: 2
- Views: 1472
Re: Spidertron Dock
Have a look at aai, spidertron logistics, or logiquipment?
None of them are exactly what you're after, but they do work in the same general area.
None of them are exactly what you're after, but they do work in the same general area.
- Thu Aug 20, 2020 12:50 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 16417
Re: [0.15, 0.16] Nuclear Fuel
For the benefit of combatability, I (attempted to) calculate the approximate fuel value of the various nuclear materials, and here are my results: Edit: Presuming that I haven't made a mistake somewhere, I think I'm going to pretend that Classic mode doesn't exist. TLDR, the results: Classic: https:...
- Sun Aug 02, 2020 8:38 am
- Forum: Ideas and Requests For Mods
- Topic: Playing on the net of a cube.
- Replies: 6
- Views: 1994
Re: Playing on the net of a cube.
The main reason why is someone (not particularly seriously) suggested playing on the surface of a 4D object, which I don't think it would be feasible to represent with a 2D map, so I tried to think of what could be feasibly implemented, and I think you could implement a cube. You can only implement ...
- Tue Jul 21, 2020 12:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Rail SIGNAL Bridge mod?
- Replies: 4
- Views: 1807
Re: Rail SIGNAL Bridge mod?
I imagine what you'd need is something of a cross between a rail signal (so you can place them next to rail), a power pole (graphically) and an underground belt, for the behavior and cost. I'm guessing the signalling would ideally be configurable, but it would probably work acceptably well to only s...