Search found 24 matches
- 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.
- 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
https://youtu.be/l1zfxFPxJNk
- 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.
Ill try to double check that nothing is spawned near the player, but everything is in new chunk events.
- 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.
Just making sure its clear that it is not actively spawned at their feet for this to happen.
- 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...
- 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.
If it passes singistics in downloads, I might cry myself to sleep... lol.
- 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
I welcome feedback if this doesn't fit your needs.
https://mods.factorio.com/mod/Darkness
- 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...
- 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.
- 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...
- 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...
- 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...
- 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?
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?
- 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
- 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...
- 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"
}
})
- 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
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
- 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 ...
- 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.
- 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
https://lua-api.factorio.com/latest/Lua ... otype.html