Thanks! There they are: https://lua-api.factorio.com/latest/cla ... p_settingsFuryoftheStars wrote: ↑Fri May 24, 2024 10:50 pmTry taking a look at this mod and what it does and how:
https://mods.factorio.com/mod/ChangeMapSettings
Search found 192 matches
- Sat May 25, 2024 9:30 am
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 218
Re: How to access the used preset at runtime?
- Fri May 24, 2024 9:30 pm
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 218
Re: How to access the used preset at runtime?
All presets are available here: https://lua-api.factorio.com/latest/classes/LuaGameScript.html#map_gen_presets The preset used for the current map is not saved. But you can get the current map gen settings are from the surface: https://lua-api.factorio.com/latest/classes/LuaSurface.html#map_gen_set...
- Fri May 24, 2024 9:25 pm
- Forum: Modding help
- Topic: How to make a resource only spawn on non-homeworld planets
- Replies: 1
- Views: 209
Re: How to make a resource only spawn on non-homeworld planets
What you could do is to apply your resources's autoplace settings after surface creation: - register on_surface_created - call SE remote function `get_zone_from_surface_index` and to get the zone check if `is_homeworld` is false - then apply map settings on this surface by adding your resource: mapg...
- Fri May 24, 2024 9:07 pm
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 218
How to access the used preset at runtime?
I want to read these properties at runtime: https://lua-api.factorio.com/latest/con ... pGenPreset, especially the advanced settings. How's that possible?
- Fri May 24, 2024 9:06 pm
- Forum: Modding help
- Topic: trying to make a workable engine
- Replies: 4
- Views: 349
Re: trying to make a workable engine
No, otherwise the game would complain before starting
- Mon May 13, 2024 1:41 pm
- Forum: Modding interface requests
- Topic: Collision masks for whole surfaces OR collision mask of hidden tiles
- Replies: 3
- Views: 262
Re: Collision masks for whole surfaces OR collision mask of hidden tiles
You can take a look at how Space Exploration solved this, which, I believe, is done via collisions on ground tiles. Space-only building collide with all natural ground tiles, land-only buildings collide with the space platform tile. Obviously, this wont help you in case some ground tiles are used o...
- Sun May 12, 2024 10:17 am
- Forum: Modding interface requests
- Topic: Collision masks for whole surfaces OR collision mask of hidden tiles
- Replies: 3
- Views: 262
Collision masks for whole surfaces OR collision mask of hidden tiles
I need to prevent placement of certain entities in certain surfaces. For now, I have a placement cancelling logic which directly mines the entity if it is prohibited there. But it is still colored green in the cursor. Applying collision masks on these entities and some tiles wouldn't work because wh...
- Sun May 05, 2024 11:54 am
- Forum: Assigned
- Topic: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
- Replies: 3
- Views: 347
- Sun May 05, 2024 11:03 am
- Forum: Assigned
- Topic: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
- Replies: 3
- Views: 347
[Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
I created a surface with custom map settings and used frequency 1000 in autoplace_settings.decorative.rock-small Factorio crashed. Generating symbolized stacktrace, please wait ... c:\users\build\appdata\local\temp\factorio-build-iemlsv\src\floatcast.hpp (129): float_cast<unsigned int> c:\users\buil...
- Fri May 03, 2024 1:07 pm
- Forum: Not a bug
- Topic: Placing resources under cliffs removes that cliff
- Replies: 1
- Views: 270
Placing resources under cliffs removes that cliff
When I place a resource entity (map editor or via script) on a position that collides with a cliff, this cliff is destroyed, even if both prototypes have different collision masks. Is this intended? If yes, there should be a prototype property that disables this behaviour.
- Tue Apr 30, 2024 5:48 am
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 619
Re: How to interpret "probability" property expression?
What is your use case? I want to mirror resources onto another surface. For patches like crude oil, the excat position is not that important but the probability should stay the same. According to prototype stage, crude oil should have a probability of 1/48, which is the blue dots, but after applyin...
- Mon Apr 29, 2024 9:26 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 619
Re: How to interpret "probability" property expression?
Another thing I just found: when moving after executing the command and executing it again, completely new probability values show up! Apparently the random numbers are influenced by the given position array, which changes the result for one specific position. This is indeed true when a noise expre...
- Mon Apr 29, 2024 2:38 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 619
Re: How to interpret "probability" property expression?
I would have tried to look at the map for other spot with positive probabilities, and see if there was always 1 pumpjack attached, are some of them moved away ? or removed ? when colliding. I don't know if there are spots outside of whole oil patches with positive probability, but then richness wou...
- Mon Apr 29, 2024 9:43 am
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 619
Re: How to interpret "probability" property expression?
I wanted to test an hypothesis, because i think i read something one time but couldn't find source that there are special rules for crude oil placement to make sure it is always possible to place a pumpjack and/or a pipe connected to it, in the vanilla generation. Thats a good point. I just tried g...
- Tue Apr 23, 2024 10:18 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 619
How to interpret "probability" property expression?
I try to replicate crude oil placement. But I don't really know how the probability expression works. The following code prints probability (white) and richness (yellow) values on each position: local calcresult = surface.calculate_tile_properties({"entity:crude-oil:probability", "ent...
- Sun Apr 21, 2024 8:03 pm
- Forum: Modding interface requests
- Topic: Disable heat icon when hovering heat pipe or interface
- Replies: 0
- Views: 165
Disable heat icon when hovering heat pipe or interface
When hovering a heat pipe or heat interface, it shows the heat icon. I request this to be hideable, similar to Fluidbox::hide_connection_info
- Sun Apr 21, 2024 12:07 pm
- Forum: Modding help
- Topic: Using on_research_finished to spawn a cargo wagon on a train
- Replies: 6
- Views: 502
Re: Using on_research_finished to spawn a cargo wagon on a train
You have to spawn the wagon and then use https://lua-api.factorio.com/latest/classes/LuaEntity.html#connect_rolling_stock. But I don't know if creating wagons on the right spots on rails is doable. I'm just not sure if this approach would stop the game from responding to other on_research_finished e...
- Sat Mar 30, 2024 8:17 am
- Forum: Technical Help
- Topic: [1.1.103] Error updating to 1.1.104
- Replies: 8
- Views: 974
Re: [1.1.103] Error updating to 1.1.104
This error now occured every time I wanted to update Factorio (currently 1.1.106). Had to download each vesion manually. I'm using ZIP version.
Every time, it was another file containing unexpected contents.
Every time, it was another file containing unexpected contents.
- Sat Mar 30, 2024 8:03 am
- Forum: Combinator Creations
- Topic: Liquid level regulator
- Replies: 9
- Views: 965
Re: Liquid level regulator
This type of circuit you created is called "Schmitt trigger".
- Thu Mar 28, 2024 1:54 pm
- Forum: Modding discussion
- Topic: How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
- Replies: 0
- Views: 204
How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
What is the difference between LuaEntityPrototype::max_energy_usage and LuaEntityPrototype::energy_usage for "normal" consumer entities? They return the same value, which is the maximum power consumption (in W) - drain and divided by 60 (result is Joules per tick). When calling LuaEntity::...