Search found 15 matches

by tvardero
Fri Mar 08, 2024 2:15 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 31429

Re: Friday Facts #401 - New terrain, new planet

What map really misses are rivers. Without rivers Nauvis still looks unnatural. Water bodies are not interconnected, because of land bridges.

Could you please reuse shallow water tiles to connect water bodies as well? And using natural paths for river generation as well?
by tvardero
Fri Feb 16, 2024 3:17 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 34219

Re: Friday Facts #398 - Fulgora

Question to devs:
Is lightning hardcoded for that planet, or will we get full weather system + modding API?
by tvardero
Fri Feb 16, 2024 1:52 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 34219

Re: Friday Facts #398 - Fulgora

If you remember last FFF about factorio-pedia, there were connections from Vulkanus to two different plannets. First one was Nauvis, but seconds... The second does not look like Fulgora! https://snipboard.io/2o5TAJ.jpg So we have to expect 4th planet blogpost some time soon (I hope :D) P.S. Maaaan I...
by tvardero
Fri Mar 01, 2019 11:32 am
Forum: Technical Help
Topic: [0.17.1] Tutorial issues
Replies: 5
Views: 2196

Re: [0.17.1] Tutorial issues

I have made a report document in Word about my experience of new tutorial.
I am so lazy to write a big port on forum, so i made a document. :)
by tvardero
Sat Dec 09, 2017 12:10 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 85931

Re: Friday Facts #220 - The best Friday Facts ever

There had to be a palm tree.
1.png
1.png (484.56 KiB) Viewed 6819 times
by tvardero
Fri Dec 01, 2017 9:14 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 93864

Re: Friday Facts #219 - Cliffs

Bridges? Ramps? Tunnels? Leap of faith (and fall damage)?

upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
by tvardero
Sun Oct 22, 2017 7:52 pm
Forum: Modding help
Topic: Some questions about wires
Replies: 1
Views: 977

Re: Some questions about wires

Just finded "__core__/graphics/copper-wire.png" and "core/prototypes/utility-sprites.lua". Can I just draw straight line here (not in core/graphics, in mod/graphics) and be happy after? (https://forums.factorio.com/viewtopic.php?f=11&t=31537 , https://forums.factorio.com/view...
by tvardero
Sun Oct 22, 2017 4:19 pm
Forum: Modding help
Topic: Some questions about wires
Replies: 1
Views: 977

Some questions about wires

1. Any idea how to make cables not saggy? 2. Any idea how make new type of wire? (f.e. blue) 3. How to make additional connection point on pole (Red, El, Green and f.e. blue) for new wire? I mean pole with 4 connection points (asymmetric pole, 8-way directed). 4. If I can't make cables not saggy, ca...
by tvardero
Sun Oct 22, 2017 4:08 pm
Forum: Modding help
Topic: How make entity placeable only near rails?
Replies: 5
Views: 2411

Re: How make entity placeable only near rails?

On place holder_entity replace it with pole_entity. so... what is a "holder-entity"? where is it? It's not rail-signal type, it's electric-pole type. So, on_place rail-signal-with-custom-name get positions, destroy this rail-signal and place your electric-pole instead. Now I understand th...
by tvardero
Thu Oct 19, 2017 3:22 pm
Forum: Modding help
Topic: How make entity placeable only near rails?
Replies: 5
Views: 2411

Re: How make entity placeable only near rails?

darkfrei wrote:On place holder_entity replace it with pole_entity.
so... what is a "holder-entity"? where is it?
by tvardero
Wed Oct 18, 2017 7:33 pm
Forum: Modding help
Topic: How make entity placeable only near rails?
Replies: 5
Views: 2411

Re: How make entity placeable only near rails?

darkfrei wrote:On place holder_entity replace it with pole_entity.
I'll check it soon, thank you!
by tvardero
Wed Oct 18, 2017 4:13 pm
Forum: Modding help
Topic: How make entity placeable only near rails?
Replies: 5
Views: 2411

How make entity placeable only near rails?

Hi all, I'm looking for any idea how make entity placeable only near rails and how show rail-signal spots overlay when holding entity in hand. It's not rail-signal type, it's electric-pole type. (I'm just trying to make railroad overhead line). Should I use "filter-directions" flag? How wo...
by tvardero
Fri Mar 03, 2017 3:20 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 74284

Re: Friday Facts #180 - Map interaction

Suggestions 1. Have Red/Green wiring overlay. 2. Create a "node" object that can be Red/Green wired and named (seen on map), when you mouse over in the map, you can get a glimpse of information that is passing through the node. 3. Have a "heat" map based on how much electricity ...
by tvardero
Mon Oct 24, 2016 6:37 pm
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 21
Views: 10036

Re: Nerf barrels and buff liquid tanks!

Reducing the stack sizes for the barrels means that no one would use them/they become a pain when transporting stuff in vanilla via trains. After 0.15 release no one will want to transport via barrels (liquid tank wagon). So, dev can freely solve this disbalance via 1 and 2 parts of my solution in ...
by tvardero
Mon Oct 24, 2016 1:10 pm
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 21
Views: 10036

Nerf barrels and buff liquid tanks!

2016-10-24.png Little calculation: 1 liquid tank occupies the same area as 9 steel chest (or 9 logistic storage chest). 1 chest contain 48 stacks. 1 stack of barrel is 10 barrels. 1 barrel keep 25 l of oil. So: 25 * 10 * 48 * 9 = 108000 l Forlorn liquid tank can contain only .. 2500 l. -=-=-=-=-=- ...

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