Search found 77 matches

by Illiander42
Mon Sep 28, 2020 9:07 am
Forum: Mods
Topic: Thoughts on implementing cargo planes in the AircraftDrones Mod
Replies: 1
Views: 121

Re: Thoughts on implementing cargo planes in the AircraftDrones Mod

I'd ask about using this mod for warehouse graphics: https://mods.factorio.com/mod/Warehousing (It's MIT lisenced, so should be a formality) As for request/provide functionality - I'd reccomend doing the same thing LTN does: Requests are negative signals, provides are positive signals, planes move s...
by Illiander42
Sun Sep 27, 2020 3:03 pm
Forum: Not a bug
Topic: Scaling techs don't depend on science packs
Replies: 1
Views: 134

Scaling techs don't depend on science packs

When you did the big "all techs have all their science packs in their prerequiste tree" change, you missed the intermediate levels of the scaling techs. The infinite levels depend on Space Science, but none of the intermediate levels depend on green, black, blue, yellow or purple science. For the sa...
by Illiander42
Sun Sep 27, 2020 7:11 am
Forum: Not a bug
Topic: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
Replies: 1
Views: 122

Re: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?

Nevermind.

Seems like cliffs get destroyed and re-directioned when you place water under them.

Wish there was a granularity setting for surface.set_tiles() so I can tell it to delete everything except cliffs, because some cliff options hitboxes seem to fall outside their 4x4 box sometimes.
by Illiander42
Fri Sep 25, 2020 11:42 pm
Forum: Not a bug
Topic: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
Replies: 1
Views: 122

[mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?

I'm putting together a mod that generates cliffs rather extensively, and I noticed something very strange happening. This is a picture of two chunks before the chunk on the left is created: Cliff-bug-Before.png This is a picture of the same two chunks after the chunk on the left is created: Cliff-bu...
by Illiander42
Sat Sep 12, 2020 9:00 am
Forum: Resolved for the next release
Topic: [posila] water-mud is missing tile transitions
Replies: 1
Views: 222

[posila] water-mud is missing tile transitions

The water-mud tile is missing tile transitions with:

Sand 1, Red desert 1, Red desert 2, and most of Sand 2 and Sand 3. (These are the localised names in English, since I could get those easily from editor mode)

They should be the same transitions as for all the other water tiles.
by Illiander42
Sat Sep 05, 2020 11:04 pm
Forum: Modding help
Topic: Making a capsule put items on the ground?
Replies: 1
Views: 70

Making a capsule put items on the ground?

How do I make a capsule put an item on the ground where it lands?

I've tried create-entity with the item I want, and create-entity with an item-entity built as a pistol. Neither worked.

I feel I must be missing something obvious. Would someone put me out of my misery?
by Illiander42
Wed Sep 02, 2020 5:49 pm
Forum: Modding help
Topic: Change Z index for entities?
Replies: 3
Views: 151

Re: Change Z index for entities?

You could also look at how the Coverup mod does that for ore.

Assuming that's specifically what you're after.
by Illiander42
Wed Sep 02, 2020 5:35 pm
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] Landfill restriction
Replies: 12
Views: 652

Re: [MOD REQUEST] Landfill restriction

I'd just like to say thank you to darkfrei for the answer on how to do this :)

Is there an easy way to find out what collision layers other major mods use for things? I don't want to cause conflicts.
by Illiander42
Sun Aug 16, 2020 5:57 am
Forum: Ideas and Requests For Mods
Topic: Rail SIGNAL Bridge mod?
Replies: 4
Views: 223

Re: Rail SIGNAL Bridge mod?

There might be useful bits in this mod: https://mods.factorio.com/mod/Realistic_Electric_Trains

It does things with signals and power poles.
by Illiander42
Sun Aug 16, 2020 5:54 am
Forum: Ideas and Requests For Mods
Topic: simplify oil/liquid pump mod - 2 ideas
Replies: 2
Views: 132

Re: simplify oil/liquid pump mod - 2 ideas

Have you looked at OmniFluid?
by Illiander42
Sun Aug 16, 2020 5:50 am
Forum: Ideas and Requests For Mods
Topic: Monuments mod Idea
Replies: 4
Views: 265

Re: Monuments mod Idea

Try this mod: https://mods.factorio.com/mod/Rocket-Silo-Construction

And if you get hold of the graphics (with appropriate licensing) for the monuments you want (Factorio entities are draw at a 45deg down angle, mostly) then it's pretty trivial to make the mod.
by Illiander42
Sun Aug 16, 2020 4:01 am
Forum: Ideas and Requests For Mods
Topic: Custom Cliffs?
Replies: 0
Views: 56

Custom Cliffs?

Has anyone done any work on doing custom cliff generation?
by Illiander42
Sun Aug 16, 2020 4:00 am
Forum: Ideas and Requests For Mods
Topic: Compilatrons Everywhere!
Replies: 1
Views: 107

Re: Compilatrons Everywhere!

For mining drones I had to clone the whole mod, because the places that needed changing were buried deeply in things with no exposed parts I could get to. There is probably a better way to do it than that. The places to care about (assuming that you just want a reskin, not the extra stuff I did to m...
by Illiander42
Thu Aug 06, 2020 7:26 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 389

Re: High rez sprites?

Enable latest beta from steam or download from the website, then make sure they are enabled from ingame options. I have high-rez sprites turned on in general, but I still get low-rez sprites for things like Angel's Chem Plant and Elecrolyser. How do I get high-rez sprites for those? Is there a mod ...
by Illiander42
Sun Jul 26, 2020 11:24 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 389

High rez sprites?

So there are those beautiful high-rez graphics in the stickys, but the in-game graphics are still horrid low-rez ones.

Any chance we can get the high-rez graphics somehow?
by Illiander42
Wed Jul 15, 2020 12:06 pm
Forum: General discussion
Topic: Which mod for better Biters?
Replies: 4
Views: 708

Re: Which mod for better Biters?

Does swarmageddeon work with Rampant's new biter types?

Also seconding armoured biters.

---

I consider Schall Alien Mutation to be a lighter version of Rampant's new enemies. I wouldn't mix the two (Though I would probably still use Rampant for the AI improvements)
by Illiander42
Sun Jul 12, 2020 11:05 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 17360

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the new beacons, but I'm not a big fan of the multiples holes in the ground . It would be interesting to connect them to form a straight line. In most layouts, the beacons are aligned and stick together, so it would be really interesting to show how to use these beacons and make players want...
by Illiander42
Tue Jun 02, 2020 9:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3303
Views: 427330

Re: Bugs & FAQ

There is a combo issue with the science overhaul and Omnimatter - Electric Omnitractor research is needed to make red circuits, but has pre-req techs that need red circuits to research.
by Illiander42
Mon Jan 13, 2020 5:26 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 52
Views: 5253

Re: Separate signals to/from red and green wires

That's a neat trick.

I will have to remember it :)

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