It was a simple request, so I went ahead and made it. Here ya go!
Uses added concrete instead of landfill, but you can edit the file (data.lua) to fit whatever you want. I didn't make a custom texture for it, as I don't have time right now, but if that is important to you then ask me and I'll do ...
Search found 6 matches
- Sun Jun 25, 2017 11:02 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] sub ground lights
- Replies: 1
- Views: 1303
- Sun Jun 25, 2017 6:17 pm
- Forum: Modding help
- Topic: Tile Autoplace Help?
- Replies: 1
- Views: 1071
Re: Tile Autoplace Help?
Can I please get a reply? I've spent about 4 hours researching autoplace and the little information I did find basically said, "mess with the numbers until you get something you are satisfied with". Well, I've messed with the numbers and nothing I do will generate tiny islands scattered everywhere ...
- Sun Jun 25, 2017 12:19 am
- Forum: Modding help
- Topic: Tile Autoplace Help?
- Replies: 1
- Views: 1071
Tile Autoplace Help?
I've been trying to make island-like terrain gen, but keep running into lots of problems. Mainly, the islands keep turning out either too big, or I can't even start a map because there are no walkable tiles within 200 tiles of start. Ideally, I want lots of spread out small islands, but instead I ...
- Sat Jun 17, 2017 4:22 am
- Forum: Modding help
- Topic: Only place tiles on certain other tiles?
- Replies: 0
- Views: 644
Only place tiles on certain other tiles?
For example, I have an item that lets me place tiles
data:extend(
{
{
type = "item",
name = "CustomConcrete",
icon = "__Testing__/graphics/icons/concrete.png",
flags = {"goes-to-main-inventory"},
order = "a",
stack_size = 100,
place_as_tile =
{
result = "customconcrete",
condition_size ...
data:extend(
{
{
type = "item",
name = "CustomConcrete",
icon = "__Testing__/graphics/icons/concrete.png",
flags = {"goes-to-main-inventory"},
order = "a",
stack_size = 100,
place_as_tile =
{
result = "customconcrete",
condition_size ...
- Sat Jun 17, 2017 1:13 am
- Forum: Modding help
- Topic: Terrain Generation
- Replies: 2
- Views: 1779
Re: Terrain Generation
You wrote copper_ore instead of copper-ore and you forgot to specify the shift value.
So the command should look more like this:
game.create_surface("Custom", {
terrain_segmentation = "none",
water = "none",
autoplace_controls = {
["copper-ore"] = {
frequency = "very-high",
size = very-high ...
So the command should look more like this:
game.create_surface("Custom", {
terrain_segmentation = "none",
water = "none",
autoplace_controls = {
["copper-ore"] = {
frequency = "very-high",
size = very-high ...
- Fri Jun 16, 2017 1:16 pm
- Forum: Modding help
- Topic: Terrain Generation
- Replies: 2
- Views: 1779
Terrain Generation
I've spent some hours trying to figure out the map generation, without much success.
That being said, I am new to modding factorio, and new to lua (though I have extensive experience in java and C#, lua is a bit different).
I'm trying to figure out how to make a new Surface that uses custom world ...
That being said, I am new to modding factorio, and new to lua (though I have extensive experience in java and C#, lua is a bit different).
I'm trying to figure out how to make a new Surface that uses custom world ...