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 ...
Search found 19 matches
- Tue Feb 03, 2015 10:24 pm
- Forum: Mods
- Topic: [MOD 0.11.X] MapConverter - edit maps as images
- Replies: 17
- Views: 25662
- Tue Feb 03, 2015 10:11 pm
- Forum: Mods
- Topic: [MOD 0.11.X] MapConverter - edit maps as images
- Replies: 17
- Views: 25662
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 ...
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 ...
- Tue Feb 03, 2015 8:22 am
- Forum: Mods
- Topic: [MOD 0.11.X] MapConverter - edit maps as images
- Replies: 17
- Views: 25662
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 ...
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 ...
- Wed Jan 14, 2015 8:47 am
- Forum: General discussion
- Topic: Resetting Map/Radar after creating a scenario
- Replies: 10
- Views: 4973
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.
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.
- 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: 9996
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
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
- Tue Jan 13, 2015 8:50 am
- Forum: Modding help
- Topic: Need help with mod
- Replies: 8
- Views: 3175
Re: Need help with mod
Put your recipes file on pastebin or put the recipes here so we can see what they look likespeedy45 wrote:oh ok I can't figure out how to change this with no duplicates
- Mon Jan 12, 2015 1:16 pm
- Forum: Modding discussion
- Topic: How Can I Find This?
- Replies: 9
- Views: 11437
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 ...
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 ...
- Sun Jan 11, 2015 12:39 am
- Forum: Modding discussion
- Topic: How Can I Find This?
- Replies: 9
- Views: 11437
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
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
- Sat Jan 10, 2015 12:26 pm
- Forum: Modding discussion
- Topic: How Can I Find This?
- Replies: 9
- Views: 11437
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 ...
You can ...
- Fri Jan 09, 2015 7:59 pm
- Forum: General discussion
- Topic: Total Research Cost
- Replies: 12
- Views: 17986
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.
The needed science packs are pretty close to each other. I didn't expect it to be that close between them.
- Tue Jan 06, 2015 5:27 pm
- Forum: Won't implement
- Topic: Reload mod(s)
- Replies: 13
- Views: 14300
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 every ...
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 every ...
- Tue Jan 06, 2015 5:13 pm
- Forum: Modding discussion
- Topic: Factorio Mod Repository
- Replies: 1
- Views: 5779
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.
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.
- Tue Jan 06, 2015 5:06 pm
- Forum: Maps and Scenarios
- Topic: [Resource] Terraforming maps as images
- Replies: 0
- Views: 5637
[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 to do ...
Factorio's map editor is fine and dandy, but can be a bit slow when you want to do ...
- Mon Jan 05, 2015 1:11 pm
- Forum: Mods
- Topic: [WIP] Customizable/modular tanks
- Replies: 1
- Views: 4649
[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 ...
I figured I would start a thread to get ...
- Sat Dec 13, 2014 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: game.player.caninsert() always returns true
- Replies: 4
- Views: 4034
game.player.caninsert() always returns true
Am I missing something or does game.player.caninsert() always return true?
http://i.imgur.com/8gE74Xs.png
http://i.imgur.com/8gE74Xs.png
- Thu Dec 11, 2014 9:06 am
- Forum: Mods
- Topic: [MOD 0.11.X] MapConverter - edit maps as images
- Replies: 17
- Views: 25662
Re: [MOD 0.11.5] MapConverter - edit maps as images
Absolutely! I edited the post to include some before/after pitcturesOBAMA MCLAMA wrote:Can we see some images of what it does?
- Wed Dec 10, 2014 8:31 pm
- Forum: Mods
- Topic: [MOD 0.11.X] MapConverter - edit maps as images
- Replies: 17
- Views: 25662
[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 ...
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 ...
- Sun Aug 24, 2014 9:38 pm
- Forum: Wiki Talk
- Topic: HTML5 video
- Replies: 3
- Views: 9313
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 ...
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 ...
- Wed Aug 20, 2014 12:31 pm
- Forum: Wiki Talk
- Topic: HTML5 video
- Replies: 3
- Views: 9313
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
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