
Search found 24 matches
- Tue Jun 28, 2016 3:33 am
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 17196
Re: [0.13.0] Spawners spawn far too close
I can report the same thing. A Biter spawner and a big worm set up camp near my initial coal deposit


- Mon Jun 27, 2016 10:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0][Oxyd] "Technology researched" is flashing too fast
- Replies: 2
- Views: 2687
Re: [0.13.0] "Technology researched" is flashing too fast
Not just that, the notification seems to flash rapidly when you just move the mouse around.
edit: now that we have clickable buttons in that area of the screen - clicking the research bar doesn't open up the research screen.
edit: now that we have clickable buttons in that area of the screen - clicking the research bar doesn't open up the research screen.
- Mon Jun 27, 2016 7:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 27377
Re: [0.13.0] Map generation wonky
yeah, for the second map. the first map (that I posted the exchange string for) is all default, though.Rseding91 wrote:Those aren't the "default settings" -> those are tweaked settings with everything on "low".
- Mon Jun 27, 2016 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 27377
[0.13.0] Map generation wonky
just got this map from the default settings:
http://i.imgur.com/I2hynsol.png
map exchange string:
>>>AAANAAAAXQADAwYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3Jl
AwMDCQAAAGNydWRlLW9pbAMDAwoAAABlbmVteS1iYXNlAwMDCAAAAGl
yb24tb3JlAwMDBQAAAHN0b25lAwMDZ8bYKgAAAAAAAAAAAwCLu9Tz<<
<
The only coal is a ...
http://i.imgur.com/I2hynsol.png
map exchange string:
>>>AAANAAAAXQADAwYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3Jl
AwMDCQAAAGNydWRlLW9pbAMDAwoAAABlbmVteS1iYXNlAwMDCAAAAGl
yb24tb3JlAwMDBQAAAHN0b25lAwMDZ8bYKgAAAAAAAAAAAwCLu9Tz<<
<
The only coal is a ...
- Mon Jun 27, 2016 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] 'Watch your step' achievement
- Replies: 16
- Views: 8875
Re: [0.13.0] 'Watch your step' achievement
i got the same thing just by generating a new map
- Sat Jun 14, 2014 3:50 pm
- Forum: Ideas and Requests For Mods
- Topic: Oil mod
- Replies: 1
- Views: 2991
Re: Oil mod
I don't think we have much control over how a liquid resource works. But one way to work around it would be to have a custom "oil ore" type of resource that drops a "barrel of oil" item. You then set-up a conversion recipe that turns this item into normal fluid oil.
- Sat Jun 14, 2014 10:48 am
- Forum: Modding help
- Topic: "Sprite outside of..." error
- Replies: 2
- Views: 1879
Re: "Sprite outside of..." error
Somewhere along the line you've changed frame_count from 16 to 32, so Factorio is wandering off the image trying to find these extra frames.
- Sat Jun 14, 2014 10:38 am
- Forum: Modding help
- Topic: noob need help
- Replies: 10
- Views: 3781
Re: noob need help
IrfanView also has a batch mode that includes colour-correction options, if you already use that program.
- Fri Jun 13, 2014 4:22 pm
- Forum: Modding help
- Topic: noob need help
- Replies: 10
- Views: 3781
Re: noob need help
You can do a good job tweaking the existing graphics using color shifter tools in photoshop or GIMP. Some of the extra graphics in DyTech and F-mod are worth checking out for examples are what you can do the pre-existing Factorio artwork.
- Fri Jun 13, 2014 9:16 am
- Forum: Modding help
- Topic: noob need help
- Replies: 10
- Views: 3781
Re: noob need help
Have a look at the .lua files for base Factorio to get an idea of how to lay out your file structure.
A good way to start with Factorio modding is by adding modified version of some other item. My First Item was a super rocket launcher that wiped out whole biter bases in one shot. (It also crashed ...
A good way to start with Factorio modding is by adding modified version of some other item. My First Item was a super rocket launcher that wiped out whole biter bases in one shot. (It also crashed ...
- Thu Jun 12, 2014 9:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Burner as energy source doesn't work properly
- Replies: 11
- Views: 4925
Re: [0.10.0] Burner as energy source doesn't work properly
Don't you want a steampunk mod?Colombo wrote:I don't think that coal-fueled laser turrets would be required.
- Tue Jun 10, 2014 2:28 pm
- Forum: Modding discussion
- Topic: Loot Tables for Minable Entities
- Replies: 4
- Views: 7061
Re: Loot Tables for Minable Entities
Does this mean that there is a probability that you'll get multiple ores at once, or does getting one ore cancel the chances of you getting others?
In different words, if you went (10%, 10%, 20%, 40%, 100%), would you get the last ore only when you didn't get the others, or would you get the last ...
In different words, if you went (10%, 10%, 20%, 40%, 100%), would you get the last ore only when you didn't get the others, or would you get the last ...
- Sun Jun 08, 2014 9:18 am
- Forum: Modding help
- Topic: [0.10.0] New modding possibilities
- Replies: 15
- Views: 10031
- Sat Jun 07, 2014 3:24 pm
- Forum: Modding help
- Topic: Trying to add another ingredient to every recipe (liquid)
- Replies: 5
- Views: 2660
Re: Trying to add another ingredient to every recipe (liquid
energy_source can be either electric or burner.. there seems to be no way to get a normally powered entity to run in a "self-powered" mode.
I suppose you could make it a burner assembler and require it to only use the added water recipes, but then you need to supply it fuel.
Can a fluid also be ...
I suppose you could make it a burner assembler and require it to only use the added water recipes, but then you need to supply it fuel.
Can a fluid also be ...
- Sat Jun 07, 2014 2:10 pm
- Forum: Modding help
- Topic: Trying to add another ingredient to every recipe (liquid)
- Replies: 5
- Views: 2660
Re: Trying to add another ingredient to every recipe (liquid
quite a few recipes don't state the energy_required parameter. IIRC, the default value used in this case is 0.5.
The power usage is set at the entity level, unless you want to add a special "Steam Powered Assembler", I don't think you can turn off the electrical usage based on the recipe used.
The power usage is set at the entity level, unless you want to add a special "Steam Powered Assembler", I don't think you can turn off the electrical usage based on the recipe used.
- Sat Jun 07, 2014 12:09 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 22801
Re: 2^x vs y*10^x
2048 is called 2048 and not 100000000000
- Sat Jun 07, 2014 12:01 pm
- Forum: Modding help
- Topic: Trying to add another ingredient to every recipe (liquid)
- Replies: 5
- Views: 2660
Re: Trying to add another ingredient to every recipe (liquid
Is the data:extend{
{
type = "recipe",
name = d.name.."-steam",
results = result,
ingredients = recipeingredients,
enabled = d.enabled,
category = "assembling",
}
}
just a neater way of saying table.insert(data.raw.recipe, { type="recipe", blah, blah, blah, ..., } ) ?
{
type = "recipe",
name = d.name.."-steam",
results = result,
ingredients = recipeingredients,
enabled = d.enabled,
category = "assembling",
}
}
just a neater way of saying table.insert(data.raw.recipe, { type="recipe", blah, blah, blah, ..., } ) ?
- Sat Jun 07, 2014 8:49 am
- Forum: Ideas and Requests For Mods
- Topic: shut off switch
- Replies: 2
- Views: 3637
Re: shut off switch
I have been reading about the new modding stuff added in 0.10.0 and a mod that does might be possible. I just don't know much about the scripting side of things to know if it work or not.
A network_power container entity that when you put a turn_network_off item into it, checks to see if it is ...
A network_power container entity that when you put a turn_network_off item into it, checks to see if it is ...
- Thu Jun 05, 2014 3:27 pm
- Forum: Ideas and Requests For Mods
- Topic: shut off switch
- Replies: 2
- Views: 3637
Re: shut off switch
I've been thinking about a "burst mode" smart-wire system, and have realized that this can do what you want.
http://i.imgur.com/dFCh5F0.png
The Red Wire is set so Red 1 will send items only when the artifact is in the top chest.
Green 1 puts the artifact in the top chest when steel drops below ...
http://i.imgur.com/dFCh5F0.png
The Red Wire is set so Red 1 will send items only when the artifact is in the top chest.
Green 1 puts the artifact in the top chest when steel drops below ...
- Thu Jun 05, 2014 2:57 pm
- Forum: Modding discussion
- Topic: Loot Tables for Minable Entities
- Replies: 4
- Views: 7061
Loot Tables for Minable Entities
Minable Entities with loot tables that contain multiple entries with a probability value that is less-than 1 don't work the way you expect them to. A table with 5 entries with each item having a 20% chance to drop doesn't guarantee a loot drop every time. In fact, this set-up will only drop loot 67 ...