Search found 24 matches

by sinropa
Thu Feb 13, 2020 10:59 pm
Forum: Not a bug
Topic: [0.18.6] Deadly water tiles
Replies: 7
Views: 1724

Re: [0.18.6] Deadly water tiles

Yeah I think I found a coordinate list that was staying around globally. My mistake.
by sinropa
Thu Feb 13, 2020 3:14 am
Forum: Not a bug
Topic: [0.18.6] Deadly water tiles
Replies: 7
Views: 1724

Re: [0.18.6] Deadly water tiles

I captured it here:
https://youtu.be/l1zfxFPxJNk
by sinropa
Wed Feb 12, 2020 11:09 pm
Forum: Not a bug
Topic: [0.18.6] Deadly water tiles
Replies: 7
Views: 1724

Re: [0.18.6] Deadly water tiles

I can make a video if that helps or here is the mod https://mods.factorio.com/mod/SinDunes


Ill try to double check that nothing is spawned near the player, but everything is in new chunk events.
by sinropa
Wed Feb 12, 2020 11:02 pm
Forum: Not a bug
Topic: [0.18.6] Deadly water tiles
Replies: 7
Views: 1724

Re: [0.18.6] Deadly water tiles

So walking up to an already placed lake is fatal. Walking or standing on a beach is fine and then you suddenly die.

Just making sure its clear that it is not actively spawned at their feet for this to happen.
by sinropa
Wed Feb 12, 2020 5:50 am
Forum: Not a bug
Topic: [0.18.6] Deadly water tiles
Replies: 7
Views: 1724

[0.18.6] Deadly water tiles

I started poking at a new mod today that I need to spawn water for. I spin up an array of tiles and set them on a surface. All seems well. However, if the player walks around the waters edge it is sometimes (often) fatal. I've tested this without tile correction to the same results over various wate...
by sinropa
Tue Jul 16, 2019 3:49 am
Forum: Ideas and Requests For Mods
Topic: request: graphical day/night or light level indicator only
Replies: 8
Views: 2011

Re: request: graphical day/night or light level indicator only

Yeah it is pretty simple and ugly. But i figured the green bar would only catch attention when you cared to know (getting dark).

If it passes singistics in downloads, I might cry myself to sleep... lol.
by sinropa
Mon Jul 15, 2019 2:57 am
Forum: Ideas and Requests For Mods
Topic: request: graphical day/night or light level indicator only
Replies: 8
Views: 2011

Re: request: graphical day/night or light level indicator only

I quickly implemented this as a progressbar to max darkness. This will auto-increase the max if they have made changes to it.

I welcome feedback if this doesn't fit your needs.

https://mods.factorio.com/mod/Darkness
by sinropa
Sun Jul 14, 2019 10:04 am
Forum: Ideas and Requests For Mods
Topic: Forest aging
Replies: 1
Views: 1223

Re: Forest aging

Well give this a go and let me know what you think: https://mods.factorio.com/mod/ForestAging There are several issues with implementing your concept. Mostly that the event you mention with a tree dying doesn't exist. A tree would die if I shot it to death, for example. Chopping wouldn't count. Poll...
by sinropa
Tue Jul 02, 2019 3:16 am
Forum: Modding help
Topic: Entity swap issues
Replies: 14
Views: 2896

Re: Entity swap issues

Ya its possible mineable causes it to fail, because in theory it should be going to a player's inventory.
by sinropa
Mon Jul 01, 2019 8:49 pm
Forum: Modding help
Topic: Entity swap issues
Replies: 14
Views: 2896

Re: Entity swap issues

What I meant was fast replace didn't work as I expected. IF fast replace was only meant to transfer inventory, then you would have to delete the original. I HAD to delete the original, which seems like its not working as intended. So I was just making sure I understand it correctly... in that fast r...
by sinropa
Sun Jun 30, 2019 11:38 pm
Forum: Modding help
Topic: Entity swap issues
Replies: 14
Views: 2896

Re: Entity swap issues

So with your lamps, you did not need to go delete the original? The issue with the assemblers is you have to delete the one you just made invalid (from fast replace), and you cannot destroy an invalid. So it would appear that the original and new sprite are in the same spot. But the new one is selec...
by sinropa
Sun Jun 30, 2019 12:35 am
Forum: Modding help
Topic: Entity swap issues
Replies: 14
Views: 2896

Re: Entity swap issues

I've got it working, but im basically destroying the original first. This kinda makes me feel like the fast replace doesnt work, lol. If anyone has a working example, I'd like to better understand this part of the API. Technically, I shouldn't see a failure if I remove something and replace it... bu...
by sinropa
Sun Jun 30, 2019 12:05 am
Forum: Modding help
Topic: Entity swap issues
Replies: 14
Views: 2896

Re: Entity swap issues

So in my case im dealing with a list of entities.

Once I swap the entity, is it accurate that I need to remove the old one from the list and add the new entity - that is to ask are they independent internally and need to be managed?
by sinropa
Sat Jun 29, 2019 7:43 am
Forum: Modding help
Topic: Entity swap issues
Replies: 14
Views: 2896

Re: Entity swap issues

They were both set to "neutral" but I will try reading the property from ent instead. Thanks for the reply
by sinropa
Sat Jun 29, 2019 6:41 am
Forum: Modding help
Topic: Entity swap issues
Replies: 14
Views: 2896

Entity swap issues

surface.create_entity{name="assembling-machine-2", position=ent.position, force="neutral", fast_replace=true, spill=true, raise_built=true, create_build_effect_smoke=true, recipe = ent.get_recipe().name} So I have a script that grabs an entity (ent) which is an assembling machin...
by sinropa
Fri Jun 28, 2019 2:00 am
Forum: Modding help
Topic: Hide recipes only in player menu
Replies: 2
Views: 1124

Re: Hide recipes only in player menu

Note that a recipe can be hidden and enabled:

Code: Select all


data:extend({
  {
    type = "recipe",
    name = "coal",
    energy_required = .1,
    enabled = true,
	hidden = true,
    ingredients =
    {},
    result = "coal"
  }
  })

by sinropa
Thu Jun 27, 2019 9:38 pm
Forum: Mods
Topic: [0.17 MOD] Singistics
Replies: 0
Views: 599

[0.17 MOD] Singistics

Looking for some play testers for a mod I've been poking at for a week or so.

0.2.1 is playable but likely needs some balancing. I'd love your thoughts on this proof of concept, if you care to give feedback.

https://mods.factorio.com/mod/Singistics
by sinropa
Wed Jun 19, 2019 2:03 am
Forum: Modding help
Topic: Unexpected results with data.raw
Replies: 16
Views: 3343

Re: Unexpected results with data.raw

Well I finally got a chance last night to spend a night in the factorio modding sandbox. Just wanted to come back and thank you all again for getting me started. I've posted a day 1 beta of the playground project I started to poke at the API. Maybe someone will find it interesting as it changes the ...
by sinropa
Sun Jun 09, 2019 10:48 pm
Forum: Modding help
Topic: Unexpected results with data.raw
Replies: 16
Views: 3343

Re: Unexpected results with data.raw

Thanks for the info. Those pages should help.
by sinropa
Sun Jun 09, 2019 10:29 pm
Forum: Modding help
Topic: Unexpected results with data.raw
Replies: 16
Views: 3343

Re: Unexpected results with data.raw

In theory, normal and expensive should have been defined here, no?

https://lua-api.factorio.com/latest/Lua ... otype.html

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