Search found 1455 matches

by darkfrei
Mon Nov 12, 2018 11:26 am
Forum: Modding help
Topic: How to place cliffs
Replies: 2
Views: 36

Re: How to place cliffs

Bilka wrote:
Mon Nov 12, 2018 11:10 am
surface.create_entity?
Yes, but placing the ring of cliffs is too complicated.
by darkfrei
Mon Nov 12, 2018 10:18 am
Forum: Bug Reports
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 5
Views: 81

Re: Cannot place trees in the middle of tiles

Got it. Your expected behavior is that map generator will place entities that don't have "placeable-off-grid" aligned to grid same way as if it was built by player. The map generator places all entities (without "placeable-off-grid") less than 1x1 in the middle of tiles, all entities less than 2x2 ...
by darkfrei
Mon Nov 12, 2018 9:26 am
Forum: Modding help
Topic: How to place cliffs
Replies: 2
Views: 36

How to place cliffs

How to place cliffs by the script?
by darkfrei
Mon Nov 12, 2018 5:28 am
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 10
Views: 278

Re: belt act as electric pole mod request

eneng wrote:
Mon Nov 12, 2018 3:59 am
thanks for reply, i have test it,
but the spliter that you show in screenshot do not show up,
this is my :
Untitled.jpg
did it require some research to unlock? or dependency on other mod?
and thanks again for the hardwork
My bad, here must be technology research, but I forgot to make it.
by darkfrei
Sun Nov 11, 2018 10:03 pm
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 10
Views: 278

Re: belt act as electric pole mod request

that was i looking for, i test it, but: -there only basic yellow belt, red and blue do not exist yet, -default belt create 1 you get 2, your mod create 1 you get 1, i like craft like the default( get 2) the mod is great, thanks again edit : i forgot, request for spliter and underground belt too, so...
by darkfrei
Sun Nov 11, 2018 5:49 pm
Forum: Bug Reports
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 5
Views: 81

Re: Cannot place trees in the middle of tiles

In the wiki you can find also this method to change the size of entity:

Code: Select all

  tree.tile_width = 1
  tree.tile_height = 1
but it's does not work.
by darkfrei
Sun Nov 11, 2018 5:46 pm
Forum: Bug Reports
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 5
Views: 81

Re: Cannot place trees in the middle of tiles

Split thread from: https://forums.factorio.com/63407 It's impossible to help you, because you didn't say what you're doing. Creating trees in middle of tiles just works: trees-on-middle-of-tile.png I want to get same result, but this code cannot help me: for i, tree in pairs (data.raw.tree) do tree...
by darkfrei
Sun Nov 11, 2018 5:36 pm
Forum: Modding interface requests
Topic: Rotate image, mirror image
Replies: 0
Views: 26

Rotate image, mirror image

Can you add the possibility to rotate and/or mirror images? For example it can be very helpful for animations of belts, now horizontal and vertical animations are two different files, but directions 0 (north) and 4 (south) are mirrored, also 2 (east) and 6 (west) come from another file, but also mir...
by darkfrei
Sun Nov 11, 2018 5:15 pm
Forum: Not a bug
Topic: y-shift by belt.animation cannot be defined
Replies: 1
Views: 36

y-shift by belt.animation cannot be defined

It's a little bit too complicate to explain this bug. Please try to understand me. :shock: Normally you can add all graphics into the one file name and just say where is the first pixel of this graphics. It works great for entities, but not for belts. As you can see, that data.raw["transport-belt"][...
by darkfrei
Sun Nov 11, 2018 4:46 pm
Forum: Bug Reports
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 5
Views: 81

Map generator doesn't place trees in the middle of tiles

Thanks for the report. I've improved the error for 0.17. It's actually checking that: If you have shadows defined: shadow frame count must be == leaves frame count + 1 If you don't have shadows defined: trunk frame count must be == leaves frame count + 1 There is a lot of problems with trees: Also,...
by darkfrei
Sun Nov 11, 2018 2:44 pm
Forum: Resolved for 0.17
Topic: Leaves and trunk have to have the same amount of levels
Replies: 2
Views: 71

Re: Leaves and trunk have to have the same amount of levels

Also, now leaf_generation and branch_generation cannot be nil, there is another error.
by darkfrei
Sun Nov 11, 2018 2:39 pm
Forum: Resolved for 0.17
Topic: Leaves and trunk have to have the same amount of levels
Replies: 2
Views: 71

Leaves and trunk have to have the same amount of levels

How to reproduce: Change both frame_count to 1: for i, tree in pairs (data.raw.tree) do if tree.variations then tree.variations = {tree.variations[1]} tree.variations[1].trunk.hr_version = nil tree.variations[1].leaves.hr_version = nil tree.variations[1].trunk.frame_count = 1 -- here must be more th...
by darkfrei
Sat Nov 10, 2018 6:44 pm
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 10
Views: 278

Re: belt act as electric pole mod request

that was i looking for, i test it, but: -there only basic yellow belt, red and blue do not exist yet, -default belt create 1 you get 2, your mod create 1 you get 1, i like craft like the default( get 2) the mod is great, thanks again edit : i forgot, request for spliter and underground belt too, so...
by darkfrei
Sat Nov 10, 2018 1:36 pm
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 10
Views: 278

Re: belt act as electric pole mod request

at that game, you just need to lay the road and the electric will transfer automatically to the buildings, i like that feature be implemented in this game, you just need to lay belt and near inserter and assembly machine will get electricity from the belt (you still need electricity from generators...
by darkfrei
Fri Nov 09, 2018 9:50 pm
Forum: Technical Help
Topic: map restart without disconnect
Replies: 6
Views: 122

Re: map restart without disconnect

XaLpHa89 wrote:
Fri Nov 09, 2018 9:41 pm
The mod meets exactly my idea. I will now watch what I can use of it. Thank you.
Some mods without data.lua can be applied as scenarios or modded-save-game-file, where you can set up control.lua. It means that nobody needs to install this mod, just connect and play.
by darkfrei
Fri Nov 09, 2018 9:32 pm
Forum: Resource Spawner Overhaul
Topic: Mod compatibility with "Bad Biters" mod.
Replies: 8
Views: 113

Re: Mod compatibility with "Bad Biters" mod.

Do you want me to add some kind of compatibility? Either mix it up with normals or try to make separated spawning rules? Yes, new spawners are added and not disabled, but just not spawned while your mod does not spawns them. So you can try to adjust spawning parameters and they are coming back with...
by darkfrei
Fri Nov 09, 2018 8:19 pm
Forum: Resource Spawner Overhaul
Topic: Mod compatibility with "Bad Biters" mod.
Replies: 8
Views: 113

Re: Mod compatibility with "Bad Biters" mod.

The "Bad Biters" makes now own biter spawners if here was no RSO and uses standard spawners if RSO was detected.
by darkfrei
Fri Nov 09, 2018 8:07 am
Forum: Modding interface requests
Topic: Runtime alteration of player mining/crafting categories.
Replies: 2
Views: 74

Re: Runtime alteration of player mining/crafting categories.

ratchetfreak wrote:
Tue Nov 06, 2018 1:44 pm
There is also the option to put it in the force. Makes it easier to make it research adjustable. Power armor based tweaking would also be nice.
Factorissimo in backpack! Roles for manual producing, smelt ore on fusion reactor and make own chemistry with barrelled fluids.
by darkfrei
Fri Nov 09, 2018 6:16 am
Forum: Technical Help
Topic: map restart without disconnect
Replies: 6
Views: 122

Re: map restart without disconnect

Like New game+?
by darkfrei
Thu Nov 08, 2018 11:37 am
Forum: Ideas and Suggestions
Topic: Burner inserters should always be able to fuel themselves.
Replies: 6
Views: 198

Re: Burner inserters should always be able to fuel themselves.

also keep in mind that originally, burner inserters didn't have ANY fuel in them to start with, you had to put the first peice in all of them. But we are need starting amount of energy by blueprinting. The best solution is to set up in blueprint which fuel must robots place into burner inserter whe...

Go to advanced search