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?
Search found 15 matches
- Fri Mar 08, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31429
- 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?
Is lightning hardcoded for that planet, or will we get full weather system + modding API?
- 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...
- 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.
I am so lazy to write a big port on forum, so i made a document.
- 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.
- 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
upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
- 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...
- 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...
- 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...
- 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?
so... what is a "holder-entity"? where is it?darkfrei wrote:On place holder_entity replace it with pole_entity.
- 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?
I'll check it soon, thank you!darkfrei wrote:On place holder_entity replace it with pole_entity.
- 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...
- 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 ...
- 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 ...
- 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. -=-=-=-=-=- ...