Search found 19 matches

by ForFoxAche
Tue Feb 03, 2015 10:24 pm
Forum: Mods
Topic: [MOD 0.11.X] MapConverter - edit maps as images
Replies: 17
Views: 23399

Re: [MOD 0.11.X] MapConverter - edit maps as images

I have fixed it :) What it was (I think) that in the editing program(paint.net) antialiasing was turned on, after I did another edit with it disabled it worked like a charm. Great stuff!! :)) Which leads me to a whole other question, can i use this program to remove a part of the map too? What i wa...
by ForFoxAche
Tue Feb 03, 2015 10:11 pm
Forum: Mods
Topic: [MOD 0.11.X] MapConverter - edit maps as images
Replies: 17
Views: 23399

Re: [MOD 0.11.X] MapConverter - edit maps as images

I have fixed it :) What it was (I think) that in the editing program(paint.net) antialiasing was turned on, after I did another edit with it disabled it worked like a charm. Great stuff!! :)) Which leads me to a whole other question, can i use this program to remove a part of the map too? What i wa...
by ForFoxAche
Tue Feb 03, 2015 8:22 am
Forum: Mods
Topic: [MOD 0.11.X] MapConverter - edit maps as images
Replies: 17
Views: 23399

Re: [MOD 0.11.X] MapConverter - edit maps as images

this looks awesome!! but on trying it out when loading the save so i can import the reconverted map into the game, new mod file loaded, it throws me an error: NOTICE __MapConverter__\control.lua:3: __MapConverter__\mapdata.lua:252: unexpected symbol near ',' any suggestions where im doing it wrong ...
by ForFoxAche
Wed Jan 14, 2015 8:47 am
Forum: General discussion
Topic: Resetting Map/Radar after creating a scenario
Replies: 10
Views: 4162

Re: Resetting Map/Radar after creating a scenario

For future reference: yes you can!

Open up the console and enter "/c game.player.force.rechart()" (without the quotes, of course) to invalidate the map and it will update itself.
by ForFoxAche
Tue Jan 13, 2015 7:20 pm
Forum: Resolved Problems and Bugs
Topic: One-hit killing a biter doesn't aggro any other biters
Replies: 7
Views: 9568

One-hit killing a biter doesn't aggro any other biters

I hope this hasn't been reported...

If I am outside of a group of biter's aggro range and I one-hit kill one the other ones don't aggro. However, if I don't one-hit the biter they all aggro on me. They also don't care if I shoot at their homes as long as I don't hit them
by ForFoxAche
Tue Jan 13, 2015 8:50 am
Forum: Modding help
Topic: Need help with mod
Replies: 8
Views: 2625

Re: Need help with mod

speedy45 wrote:oh ok I can't figure out how to change this with no duplicates
Put your recipes file on pastebin or put the recipes here so we can see what they look like
by ForFoxAche
Mon Jan 12, 2015 1:16 pm
Forum: Modding discussion
Topic: How Can I Find This?
Replies: 9
Views: 10654

Re: How Can I Find This?

That's the problem. I can't find the data folder, and have even looked in any hidden folders, which apparently don't exist Try searching through your entire HDD(s) for some of the files in the /data/ folder. Here are some examples that are all in /data/ or in one of its subfolders: laser-turret-upg...
by ForFoxAche
Sun Jan 11, 2015 12:39 am
Forum: Modding discussion
Topic: How Can I Find This?
Replies: 9
Views: 10654

Re: How Can I Find This?

I'm on windows as well. I set it to not use the %appdata% directory though.

For me the folder is at D:/Win8/Spel/Factorio/data/ where Factorio is my install dir. If it's not there it ought to be in the %appdata% (roaming) directory
by ForFoxAche
Sat Jan 10, 2015 12:26 pm
Forum: Modding discussion
Topic: How Can I Find This?
Replies: 9
Views: 10654

Re: How Can I Find This?

You Factorio directory contains /data/base. There you can find the base mod which contains a whole lot of things. If you want to create a custom item or entity this is a great place to start. Do you know how to add an item/entity into the game? If not you should read this to get started. You can fin...
by ForFoxAche
Fri Jan 09, 2015 7:59 pm
Forum: General discussion
Topic: Total Research Cost
Replies: 12
Views: 15886

Re: Total Research Cost

Interesting!

The needed science packs are pretty close to each other. I didn't expect it to be that close between them.
by ForFoxAche
Tue Jan 06, 2015 5:27 pm
Forum: Won't implement
Topic: Reload mod(s)
Replies: 12
Views: 12039

Reload mod(s)

Control.lua is loaded whenever you start a game, but "static" things like recipes and items don't reload until you restart the game. It takes me about 14 seconds to start Factorio, 2 of those are spent loading mods and the rest is just loading sprites. So even if there's a button to reload...
by ForFoxAche
Tue Jan 06, 2015 5:13 pm
Forum: Modding discussion
Topic: Factorio Mod Repository
Replies: 1
Views: 5347

Re: Factorio Mod Repository

This is a very nice initiative!

Maybe somewhere down the road you can add a browser? Something like Steam Workshop or like the old Garrysmod.org. It would be nice to have categories and tags for browsing and searching.
by ForFoxAche
Tue Jan 06, 2015 5:06 pm
Forum: Maps and Scenarios
Topic: [Resource] Terraforming maps as images
Replies: 0
Views: 5421

[Resource] Terraforming maps as images

I'm not sure whether or not "advertising" is appreciated, but I figured not everyone is interested in mods and might not look in that forum so why not make a post here since map creators is the intended audience. Factorio's map editor is fine and dandy, but can be a bit slow when you want ...
by ForFoxAche
Mon Jan 05, 2015 1:11 pm
Forum: Mods
Topic: [WIP] Customizable/modular tanks
Replies: 1
Views: 4214

[WIP] Customizable/modular tanks

I made a mod that allows you to assemble tanks out of parts. Right now I only added 2 chassis, 2 engines, and 2 weapons for the proof of concept. Any property can be modified since it modifies the recipies/parts rather than changing the entities at runtime. I figured I would start a thread to get in...
by ForFoxAche
Sat Dec 13, 2014 1:50 pm
Forum: Resolved Problems and Bugs
Topic: game.player.caninsert() always returns true
Replies: 4
Views: 3488

game.player.caninsert() always returns true

Am I missing something or does game.player.caninsert() always return true?

http://i.imgur.com/8gE74Xs.png
by ForFoxAche
Thu Dec 11, 2014 9:06 am
Forum: Mods
Topic: [MOD 0.11.X] MapConverter - edit maps as images
Replies: 17
Views: 23399

Re: [MOD 0.11.5] MapConverter - edit maps as images

OBAMA MCLAMA wrote:Can we see some images of what it does?
Absolutely! I edited the post to include some before/after pitctures
by ForFoxAche
Wed Dec 10, 2014 8:31 pm
Forum: Mods
Topic: [MOD 0.11.X] MapConverter - edit maps as images
Replies: 17
Views: 23399

[MOD 0.11.X] MapConverter - edit maps as images

What is it? For large-scale terraforming Factorio's map editor can be cumbersome, so I made a mod that exports maps to files and a program to convert those files into an image. This means you can use your favorite image editing program to edit a map and then convert that image and import it into Fa...
by ForFoxAche
Sun Aug 24, 2014 9:38 pm
Forum: Wiki Talk
Topic: HTML5 video
Replies: 3
Views: 8853

Re: HTML5 video

Haha, yeah I noticed that this forum is a bit dead. I didn't mean that the content should be uploaded to gfycat. I was rather hoping that someone could maybe dig up a way to do it with MediaWik, but if the bandwidth isn't an issue I guess we're good to go. I do like the ability to have higher fps wi...
by ForFoxAche
Wed Aug 20, 2014 12:31 pm
Forum: Wiki Talk
Topic: HTML5 video
Replies: 3
Views: 8853

HTML5 video

Is it possible to use HTML5 video on the wiki instead of normal .gifs?

Some information is listed here, at gfycat. I'm not saying we should use gfycat specifically but that it would be beneficial to use HTML5 videos instead of gifs

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