Search found 253 matches

by Natha
Tue Mar 25, 2025 11:11 am
Forum: Modding help
Topic: I want to replace some images
Replies: 1
Views: 139

Re: I want to replace some images

I don't see where you are writing the modified values into the data.raw table
by Natha
Tue Mar 25, 2025 11:07 am
Forum: Modding help
Topic: How to controllall enemies
Replies: 2
Views: 130

Re: How to controllall enemies

Did you have a look into the SE code how it's done?
by Natha
Mon Mar 24, 2025 10:01 am
Forum: Resolved Problems and Bugs
Topic: [boskid] util.rotateposition bug
Replies: 1
Views: 783

[boskid] util.rotateposition bug

util.rotate_position() has unintended behaviour. When rotating the vector {0, -4} (whch is pointing north) to 0.25 (east), I'd expect the result being {4, 0}, but it is returning {-4, 0}.
I think the problem might be due to the inverted y axis. When assuming cartesian coordinates where y values ...
by Natha
Tue Mar 18, 2025 12:47 pm
Forum: Modding help
Topic: Recipe Set Event Handler
Replies: 2
Views: 549

Re: Recipe Set Event Handler

That's been already discussed: viewtopic.php?t=61339
But you can ask there if they could implement it now, since circuits are able to set the recipe
by Natha
Sat Mar 15, 2025 9:20 pm
Forum: Modding help
Topic: Designate allowed building area
Replies: 5
Views: 294

Re: Designate allowed building area

You can draw a color tint on this certain area using rendering
by Natha
Wed Mar 12, 2025 11:34 am
Forum: Bug Reports
Topic: [2.0.39] Placing non-minable tiles does not erase hidden tiles
Replies: 0
Views: 172

[2.0.39] Placing non-minable tiles does not erase hidden tiles

Placing a non-mineable tile will erase hidden and double hidden tiles

that does not apply. Do the following with debug settings "show raw tile transitions" and "show hidden tiles".
/c game.player.surface.set_tiles({{position={0, 0}, name="out-of-map"}})
/c game.player.surface.set_hidden_tile({0 ...
by Natha
Mon Feb 24, 2025 11:08 am
Forum: Modding help
Topic: Change map_gen_settings based on position
Replies: 8
Views: 537

Re: Change map_gen_settings based on position

pelocammelo wrote: Mon Feb 24, 2025 8:32 am but I don't think the prototypes in nauvis auto_settings match the prototypes in data.raw. Any ideas how could I solve this?
They do.
And why using your own noise_multiply function? it should work by simply multiplying the two operands in probabilty_expression
by Natha
Fri Feb 21, 2025 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be ignored
Replies: 3
Views: 569

Re: [Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be igno

Thats quite simple. "entity:stone:richness" or ":probability" is unknown if stone is not defined in map_gen_settings.autoplace_settings.entity. This applies for all autoplaceable entities.
by Natha
Sat Feb 15, 2025 12:20 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be ignored
Replies: 3
Views: 569

[Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be ignored

When calcualting a property with calculate_tile_properties that does not exist on the surface, it throws an "Unkown variable" error. But in the docs it says that unknwon variables will just be ignored: https://lua-api.factorio.com/latest/cla ... properties
by Natha
Sun Feb 09, 2025 9:16 am
Forum: Modding help
Topic: Change map_gen_settings based on position
Replies: 8
Views: 537

Re: Change map_gen_settings based on position

Just create one or more expressions that return 1 in a specific (circular) area and 0 everywhere else. Then multiply this with the entity/tile specific expression
by Natha
Fri Feb 07, 2025 10:53 am
Forum: Modding help
Topic: Change map_gen_settings based on position
Replies: 8
Views: 537

Re: Change map_gen_settings based on position

You would need to create your own noise expressions for that
by Natha
Thu Feb 06, 2025 2:33 pm
Forum: Modding discussion
Topic: [Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mods?
Replies: 3
Views: 477

Re: [Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mo

I think that is a good idea, if it works out...as a mod dev who also want modded entities look like the game style, but without graphical skills to create them, I'd definitely use it
by Natha
Fri Jan 31, 2025 5:04 pm
Forum: Modding interface requests
Topic: Flip sprites
Replies: 2
Views: 164

Flip sprites

What about adding the ability to flip/mirror sprites in https://lua-api.factorio.com/latest/cla ... raw_sprite?
by Natha
Thu Jan 30, 2025 8:05 pm
Forum: Not a bug
Topic: [2.0.28] Mining drill expected resources ignoring resource drain
Replies: 4
Views: 574

Re: [2.0.28] Mining drill expected resources ignoring resource drain

Isnt the amount shown not just the amount in the resource entity (which you also see when hovering it with the cursor) regardless of the drill specs?
by Natha
Thu Jan 30, 2025 7:57 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Elevated Train Stop
Replies: 6
Views: 616

Re: [Idea] Elevated Train Stop

I see that this can be done with some weird workaround, but what is the use case instead of just using a circuit controlled signal? Inserters cant interact with elevated trains so cargo can't be changed, all other stuff should be doable with some circuit logic and normal rails signals.
by Natha
Thu Jan 30, 2025 9:43 am
Forum: Modding help
Topic: Rewriting blueprints when moving entities
Replies: 1
Views: 156

Re: Rewriting blueprints when moving entities

What happens if you temporarily name your "miniloader-redux" mod to "miniloader"? Does that work?
by Natha
Thu Jan 30, 2025 9:38 am
Forum: Modding help
Topic: Limit ruin spawning to individual planets
Replies: 2
Views: 326

Re: Limit ruin spawning to individual planets

WIthout looking into your code, you could check the planet's map_gen_settings.autoplace_settings if the water tile will be generated there:
https://github.com/wube/factorio-data/b ... ap-gen.lua
by Natha
Wed Jan 29, 2025 3:25 pm
Forum: Assigned
Topic: [Genhis][2.0.33] Writing to autoplace_settings does nothing
Replies: 0
Views: 150

[Genhis][2.0.33] Writing to autoplace_settings does nothing

I am not sure where this belongs, maybe this is also intended.
My goal is to decrease the richness of certain resources, e.g. stone, when generating.

mgs = surface.map_gen_settings
mgs.autoplace_settings.entity.settings.stone.richness = 0.1
surface.map_gen_settings = mgs

does not change the ...
by Natha
Wed Jan 29, 2025 11:20 am
Forum: Development tools
Topic: Looking for Code to resolve noise expressions
Replies: 1
Views: 316

Looking for Code to resolve noise expressions

Hello @Devs:
could you share the code which you use to resolve noise expressions? Like that every named noise expression/function and their local expressions and functions are replaced by their actual expression, so that only built-in constants and functions remain.
I need this to replace all ...

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