Search found 259 matches

by Natha
Sun May 04, 2025 1:45 pm
Forum: Modding help
Topic: Fixing outdated mods with a local mod?
Replies: 1
Views: 127

Re: Fixing outdated mods with a local mod?

You need to override all filenames in the data table where the missing files occur.
by Natha
Thu Apr 17, 2025 8:19 am
Forum: Modding help
Topic: Need help on coding problem
Replies: 3
Views: 210

Re: Need help on coding problem

Why second thread? viewtopic.php?t=128185
by Natha
Tue Apr 15, 2025 7:00 pm
Forum: Modding help
Topic: Seeking help with modding with circuit signals
Replies: 3
Views: 141

Re: Seeking help with modding with circuit signals

No, there is no internal connection between that gui and that entity
by Natha
Tue Apr 15, 2025 6:36 pm
Forum: Modding help
Topic: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
Replies: 1
Views: 117

Re: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)

For one of the ingredients, the "amount" field is not present. You need to make sure it is.
by Natha
Tue Apr 15, 2025 6:29 pm
Forum: Modding help
Topic: Seeking help with modding with circuit signals
Replies: 3
Views: 141

Re: Seeking help with modding with circuit signals

You can stick custom GUIs to entity GUIs. Then just add a checkbox with tags, whose contents are the unit numer. Listen to the on_checkbox_checked event and read the tags, then you have your number
by Natha
Wed Apr 09, 2025 2:57 pm
Forum: Assigned
Topic: [Genhis][2.0.44] math2d.vector.to_orientation inconsequent value for west direction
Replies: 0
Views: 152

[Genhis][2.0.44] math2d.vector.to_orientation inconsequent value for west direction

math2d.vector.to_orientation returns -0.25 for a vector pointing west instead of 0.75, which should be the output to be consequent with all orientation values between 0 and 1.
by Natha
Tue Mar 25, 2025 11:11 am
Forum: Modding help
Topic: I want to replace some images
Replies: 1
Views: 171

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: 166

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: 958

[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: 580

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: 343

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: Not a bug
Topic: [2.0.39] Placing non-minable tiles does not erase hidden tiles
Replies: 1
Views: 255

[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: 636

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: 632

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: 632

[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: 636

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: 636

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: 564

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: 188

Flip sprites

What about adding the ability to flip/mirror sprites in https://lua-api.factorio.com/latest/cla ... raw_sprite?

Go to advanced search