Search found 1584 matches

by darkfrei
Fri Jan 18, 2019 11:21 am
Forum: Ideas and Suggestions
Topic: Stuff to launch into space
Replies: 3
Views: 91

Re: Stuff to launch into space

SpaghettiCrazy wrote:
Tue Jan 15, 2019 10:25 pm
Something similar to radar for a select area
Exactly that was done in https://mods.factorio.com/mod/FogRemover, just set icon with satellite on the map and it will be revealed.

Image
by darkfrei
Thu Jan 17, 2019 4:09 pm
Forum: Not a bug
Topic: Equality (==) tests fail with scripting "Position" objects
Replies: 7
Views: 302

Re: Equality (==) tests fail with scripting "Position" objects

Maybe some is_deep_equal function?
by darkfrei
Thu Jan 17, 2019 10:33 am
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 27
Views: 623

Re: Load modules from directories without version

They are need only archive files with mask mod_name.0.0.1.zip, but inside can be just mod_name folder, or folder with any name, if inside of it is correct info.json file. That's already the case. This mod works just fine: https://i.imgur.com/TD7PyaJ.png So if mod portal can take mod name and versio...
by darkfrei
Thu Jan 17, 2019 8:11 am
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 27
Views: 623

Re: Load modules from directories without version

Why mod folder must have the same name as mod archive? All players download archives and never unpack them. They are need only archive files with mask mod_name.0.0.1.zip, but inside can be just mod_name folder, or folder with any name, if inside of it is correct info.json file.
by darkfrei
Thu Jan 17, 2019 8:03 am
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 3
Views: 82

Re: Changing effects on evolution / changing pollution spread

Tairon96 wrote:
Wed Jan 16, 2019 11:34 pm
Thanks a lot for this boost !
In some cases, it is not exactly the thing I am aiming at ... but I hope, I can manage this cliff.
Again : Many, many thanks for your help !
You can ask another stuff about modding. Just explain your main idea.
Mfg
by darkfrei
Wed Jan 16, 2019 9:05 pm
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 3
Views: 82

Re: Changing effects on evolution / changing pollution spread

(a) Is there a way to modify the evolution progress formula / effects on the evolution ... other than changing the parameters? https://mods.factorio.com/mod/research_causes_evolution (b) Is there a way to modify/remove the cleaning effect of open ground / water? https://wiki.factorio.com/Prototype/...
by darkfrei
Wed Jan 16, 2019 8:06 am
Forum: Gameplay Help
Topic: New disabled player - difficulty using keys to move
Replies: 14
Views: 293

Re: New disabled player - difficulty using keys to move

How about just teleport to the target place by the click with special in-game tool?

A little bit too cheatty, but no pathfinding is needed.
by darkfrei
Tue Jan 15, 2019 7:22 pm
Forum: Modding interface requests
Topic: event: on_set_/change_chart_tag
Replies: 0
Views: 33

event: on_set_/change_chart_tag

Hi!

Can you please add new event when the player adds chart tag to the map?
2019-01-15 20_05_00-Factorio 0.16.51.png
2019-01-15 20_05_00-Factorio 0.16.51.png (16.33 KiB) Viewed 33 times
Chart tags are defined in:
#LuaForce.add_chart_tag and #LuaForce.find_chart_tags
LuaCustomChartTag
by darkfrei
Mon Jan 14, 2019 10:51 pm
Forum: Ideas and Suggestions
Topic: Towing vehicle
Replies: 4
Views: 203

Re: Towing vehicle

by darkfrei
Mon Jan 14, 2019 10:45 pm
Forum: Ideas and Requests For Mods
Topic: looking for bluepinting mod.
Replies: 3
Views: 162

Re: looking for bluepinting mod.

zggz wrote:
Mon Jan 14, 2019 7:28 am
someone have it?
I've made Fog Remover, you can reveal map before blueprinting.

Update:
https://lua-api.factorio.com/latest/Lua ... nt_enabled
Use this console command:

Code: Select all

/c game.player.force.zoom_to_world_blueprint_enabled=true
by darkfrei
Mon Jan 14, 2019 1:00 pm
Forum: Ideas and Suggestions
Topic: official colors for trains/stations
Replies: 2
Views: 84

Re: official colors for trains/stations

May be icons for stations like it was done by blueprints?
by darkfrei
Mon Jan 14, 2019 8:10 am
Forum: Modding interface requests
Topic: Quiet game.print
Replies: 0
Views: 25

Quiet game.print

Can you please add flag for quiet print command? Something like

Code: Select all

game.print(string, {no_sound=true})
Or new function:

Code: Select all

game.quiet_print (string, color)
by darkfrei
Sun Jan 13, 2019 9:54 pm
Forum: Modding help
Topic: Is tile placeable at position
Replies: 3
Views: 61

Re: Is tile placeable at position

I haven't tested it, but try #LuaSurface.get_tile_properties You can always get tile with #LuaSurface.get_tile and then get prototype of this tile with #LuaTile.prototype or get bool with #LuaTile.collides_with Now I see no way to get tile.place_as_tile.condition = {} on the control stage. :( It mus...
by darkfrei
Sun Jan 13, 2019 11:30 am
Forum: Modding help
Topic: Is tile placeable at position
Replies: 3
Views: 61

Re: Is tile placeable at position

https://wiki.factorio.com/Types/CollisionMask All concrete tiles cannot be placed near water while: data.raw.item.concrete.place_as_tile.result = "concrete" data.raw.item.concrete.place_as_tile.condition_size = 1 data.raw.item.concrete.place_as_tile.condition[1] = "water-tile" All water tiles have t...
by darkfrei
Wed Jan 09, 2019 8:11 pm
Forum: Ideas and Suggestions
Topic: Allow Inserters to take fuel from trains again
Replies: 18
Views: 508

Re: Allow Inserters to take fuel from trains again

Can inserter take fuel from locomotives when you rotate it?
by darkfrei
Wed Jan 09, 2019 3:05 pm
Forum: Mod portal Discussion
Topic: Submit release as collaborator
Replies: 1
Views: 34

Re: Submit release as collaborator

Open file info.json and change the version inside of it.
by darkfrei
Wed Jan 09, 2019 8:09 am
Forum: Modding help
Topic: How to use item for character by script?
Replies: 2
Views: 78

Re: How to use item for character by script?

Find item prototype, get projectile, place projectile, delete one item if successful.

https://lua-api.factorio.com/latest/Lua ... otype.html

I think it must be https://lua-api.factorio.com/latest/Lua ... ace_result
by darkfrei
Mon Jan 07, 2019 10:51 am
Forum: Mods
Topic: [MOD 0.15, 0.16] New Game+
Replies: 35
Views: 4330

Re: [MOD 0.15, 0.16] New Game+

Mod portal has notification system and mod author get e-mail. Please write your situation here
https://mods.factorio.com/mod/Teleportation/discussion

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