Search found 199 matches
- Mon Jul 29, 2024 7:33 am
- Forum: Ideas and Requests For Mods
- Topic: Any mod that creates an underground-pipe-underground entity?
- Replies: 8
- Views: 734
Re: Any mod that creates an underground-pipe-underground entity?
This is exactly what blueprints are for. iirc there are no more click needed than for normal entities
- Sat Jul 27, 2024 1:00 pm
- Forum: Modding help
- Topic: Using Single Autoplace Control for Multiple Resources
- Replies: 4
- Views: 493
Re: Using Single Autoplace Control for Multiple Resources
If you dig into the code of resource-autoplace.lua, you find the following documented for resource_autoplace_settings(): -- - patch_set_name - name of the patch set; patches sets of the same name and seed1 will overlap; default: name -- - autoplace_control_name - name of the corresponding autoplace ...
- Wed Jul 24, 2024 7:58 pm
- Forum: Modding help
- Topic: Using Single Autoplace Control for Multiple Resources
- Replies: 4
- Views: 493
Re: Using Single Autoplace Control for Multiple Resources
So you just want to add some more resources?
Could you post your code? Just copy-paste the existing resources didn't work?
Could you post your code? Just copy-paste the existing resources didn't work?
- Wed Jul 24, 2024 7:36 pm
- Forum: Modding help
- Topic: Robots don't throw explosives on minable cliffs
- Replies: 0
- Views: 179
Robots don't throw explosives on minable cliffs
I have a cliff entity which has it's minable property set but can also be destroyed by explosives.
When marking it for deconstruction, robots deconstruct it the normal way instead of throwing explosives at it. How can I change this behaviour?
Feature suggestion for a flag to be set.
When marking it for deconstruction, robots deconstruct it the normal way instead of throwing explosives at it. How can I change this behaviour?
Feature suggestion for a flag to be set.
- Mon Jul 08, 2024 7:06 pm
- Forum: Minor issues
- Topic: Random penalty noise expression with seed gives non-random results
- Replies: 4
- Views: 736
Re: Random penalty noise expression with seed gives non-random results
This mod shows what I mean: /test [a, b] [p1, p2, p3] a is calculate_tile_properties once for each position b is calculate_tile_properties with whole position array p1 is a random value noise expression with seed 100 p2 is with map seed variable p3 is with a literal number which represents a map seed
- Mon Jul 08, 2024 6:41 pm
- Forum: Minor issues
- Topic: Random penalty noise expression with seed gives non-random results
- Replies: 4
- Views: 736
Re: Random penalty noise expression with seed gives non-random results
Thanks for the report. How do you get the visualisation and what are X/Y coordinates of the tiles? Ideally I'm looking for something which I can just copy-paste and get the same result. Based on the C++ code, this is very unlikely to happen, so either you hit an edge case or your debug visualisatio...
- Sun Jul 07, 2024 1:48 pm
- Forum: Minor issues
- Topic: Random penalty noise expression with seed gives non-random results
- Replies: 4
- Views: 736
Random penalty noise expression with seed gives non-random results
I implemented this noise expression: { type = "noise-expression", name = "random-value-0-1", expression = noise.to_noise_expression(noise.to_noise_expression{ type = "function-application", function_name = "random-penalty", arguments = { x = noise.var("x&...
- Sat May 25, 2024 9:30 am
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 467
Re: How to access the used preset at runtime?
Thanks! There they are: https://lua-api.factorio.com/latest/cla ... p_settingsFuryoftheStars wrote: ↑Fri May 24, 2024 10:50 pm Try taking a look at this mod and what it does and how:
https://mods.factorio.com/mod/ChangeMapSettings
- Fri May 24, 2024 9:30 pm
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 467
Re: How to access the used preset at runtime?
All presets are available here: https://lua-api.factorio.com/latest/classes/LuaGameScript.html#map_gen_presets The preset used for the current map is not saved. But you can get the current map gen settings are from the surface: https://lua-api.factorio.com/latest/classes/LuaSurface.html#map_gen_set...
- Fri May 24, 2024 9:25 pm
- Forum: Modding help
- Topic: How to make a resource only spawn on non-homeworld planets
- Replies: 2
- Views: 517
Re: How to make a resource only spawn on non-homeworld planets
What you could do is to apply your resources's autoplace settings after surface creation: - register on_surface_created - call SE remote function `get_zone_from_surface_index` and to get the zone check if `is_homeworld` is false - then apply map settings on this surface by adding your resource: mapg...
- Fri May 24, 2024 9:07 pm
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 467
How to access the used preset at runtime?
I want to read these properties at runtime: https://lua-api.factorio.com/latest/con ... pGenPreset, especially the advanced settings. How's that possible?
- Fri May 24, 2024 9:06 pm
- Forum: Modding help
- Topic: trying to make a workable engine
- Replies: 4
- Views: 611
Re: trying to make a workable engine
No, otherwise the game would complain before starting
- Mon May 13, 2024 1:41 pm
- Forum: Modding interface requests
- Topic: Collision masks for whole surfaces OR collision mask of hidden tiles
- Replies: 3
- Views: 531
Re: Collision masks for whole surfaces OR collision mask of hidden tiles
You can take a look at how Space Exploration solved this, which, I believe, is done via collisions on ground tiles. Space-only building collide with all natural ground tiles, land-only buildings collide with the space platform tile. Obviously, this wont help you in case some ground tiles are used o...
- Sun May 12, 2024 10:17 am
- Forum: Modding interface requests
- Topic: Collision masks for whole surfaces OR collision mask of hidden tiles
- Replies: 3
- Views: 531
Collision masks for whole surfaces OR collision mask of hidden tiles
I need to prevent placement of certain entities in certain surfaces. For now, I have a placement cancelling logic which directly mines the entity if it is prohibited there. But it is still colored green in the cursor. Applying collision masks on these entities and some tiles wouldn't work because wh...
- Sun May 05, 2024 11:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
- Replies: 4
- Views: 814
- Sun May 05, 2024 11:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
- Replies: 4
- Views: 814
[Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
I created a surface with custom map settings and used frequency 1000 in autoplace_settings.decorative.rock-small Factorio crashed. Generating symbolized stacktrace, please wait ... c:\users\build\appdata\local\temp\factorio-build-iemlsv\src\floatcast.hpp (129): float_cast<unsigned int> c:\users\buil...
- Fri May 03, 2024 1:07 pm
- Forum: Not a bug
- Topic: Placing resources under cliffs removes that cliff
- Replies: 1
- Views: 428
Placing resources under cliffs removes that cliff
When I place a resource entity (map editor or via script) on a position that collides with a cliff, this cliff is destroyed, even if both prototypes have different collision masks. Is this intended? If yes, there should be a prototype property that disables this behaviour.
- Tue Apr 30, 2024 5:48 am
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 1114
Re: How to interpret "probability" property expression?
What is your use case? I want to mirror resources onto another surface. For patches like crude oil, the excat position is not that important but the probability should stay the same. According to prototype stage, crude oil should have a probability of 1/48, which is the blue dots, but after applyin...
- Mon Apr 29, 2024 9:26 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 1114
Re: How to interpret "probability" property expression?
Another thing I just found: when moving after executing the command and executing it again, completely new probability values show up! Apparently the random numbers are influenced by the given position array, which changes the result for one specific position. This is indeed true when a noise expre...
- Mon Apr 29, 2024 2:38 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 1114
Re: How to interpret "probability" property expression?
I would have tried to look at the map for other spot with positive probabilities, and see if there was always 1 pumpjack attached, are some of them moved away ? or removed ? when colliding. I don't know if there are spots outside of whole oil patches with positive probability, but then richness wou...