Search found 88 matches

by Illiander42
Sat Dec 19, 2020 11:47 pm
Forum: Pending
Topic: [1.1.6] Continue Button stuck on host
Replies: 5
Views: 406

Re: [1.1.6] Continue Button stuck on host

Which file is/how do I get the log?
by Illiander42
Sat Dec 19, 2020 5:13 am
Forum: Pending
Topic: [1.1.6] Continue Button stuck on host
Replies: 5
Views: 406

[1.1.6] Continue Button stuck on host

After hosting a game for some friends, the "Continue" button on the main menu toggled to automatically re-host.

But after loading and playing some single player, it is still set to "Host", not single-player.
by Illiander42
Tue Dec 15, 2020 8:10 pm
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 23559

Re: Version 1.1.6

Barrelling and unbarrelling (intermediate products) is NOT allowed to use productivity modules. Are you suggesting to allow that? Or to move the un-/barelling to another tab? It must be the second. Allowing prodmods here, would create a perpetum mobile loophole. Agreed. Even with the barrels as cat...
by Illiander42
Tue Nov 10, 2020 12:38 am
Forum: Bob's mods
Topic: [1.1] - Artisanal Reskins: Bob's Mods
Replies: 78
Views: 10768

Re: [1.0] - Artisanal Reskins: Bob's Mods

kirazy wrote: ↑
Mon Nov 09, 2020 6:42 pm
Fixed and published.
Thank you :)
by Illiander42
Mon Nov 09, 2020 3:48 pm
Forum: Bob's mods
Topic: [1.1] - Artisanal Reskins: Bob's Mods
Replies: 78
Views: 10768

Re: [1.0] - Artisanal Reskins: Bob's Mods

Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64. Here's the fix: icon-handling.lua function reskins.lib.append_tier_labels(tier, inputs) -- Inputs required by this function -- icon - Table containing an icon/ic...
by Illiander42
Mon Nov 09, 2020 7:20 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: Alternate Textures mod
Replies: 17
Views: 13701

Re: [0.18.x] Bob's Mods: Alternate Textures mod

Icons are broken due to icon size again.
by Illiander42
Wed Oct 28, 2020 5:06 pm
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 541

Re: surface.set_tiles() and ungenerated chunks?

So I looked a bit more into that, and found some notes that imply that this code should do what I want: local surface = game.get_surface("nauvis") local mgs = surface.map_gen_settings mgs.property_expression_names = {["tile:deepwater:probability"] = 100} surface.map_gen_settings ...
by Illiander42
Wed Oct 28, 2020 10:21 am
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 541

Re: surface.set_tiles() and ungenerated chunks?

What I mean is if you remove all autoplace settings, the map is filled with "grass-1". I'd like to know if there's an easy way to change that to "deepwater" without using OnChunkGenerated(), because the autoplace documentation is really unclear, and I can't undertand how to do so...
by Illiander42
Wed Oct 28, 2020 7:17 am
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 541

Re: surface.set_tiles() and ungenerated chunks?

Cheers.

Follow-up question:

Is there an easy way to set a default tile? I'm having trouble navigating the docs about autoplace settings.
by Illiander42
Tue Oct 27, 2020 9:06 pm
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 541

surface.set_tiles() and ungenerated chunks?

Can anyone confirm the behaviour of using surface.set_tiles() to set tiles in chunks that aren't generated yet?
by Illiander42
Mon Sep 28, 2020 9:07 am
Forum: Mods
Topic: Thoughts on implementing cargo planes in the AircraftDrones Mod
Replies: 1
Views: 281

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: 210

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. ...
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: 229

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: 229

[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 Problems and Bugs
Topic: [posila] water-mud is missing tile transitions
Replies: 1
Views: 841

[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: 152

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: 330

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: 966

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: 449

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.

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