Search found 253 matches
- 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
- 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?
- 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 ...
I think the problem might be due to the inverted y axis. When assuming cartesian coordinates where y values ...
- 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
But you can ask there if they could implement it now, since circuits are able to set the recipe
- 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
- 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 ...
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 ...
- 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
They do.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?
And why using your own noise_multiply function? it should work by simply multiplying the two operands in probabilty_expression
- 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.
- 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
- 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
- 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
- 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
- Thu Feb 06, 2025 1:52 pm
- Forum: Modding help
- Topic: May I ask how to clean items held by a robotic arm
- Replies: 4
- Views: 270
- 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?
- 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?
- 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.
- 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?
- 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
https://github.com/wube/factorio-data/b ... ap-gen.lua
- 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 ...
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 ...
- 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 ...
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 ...