Search found 1327 matches

by sparr
Wed Mar 05, 2014 3:18 pm
Forum: Modding help
Topic: Can an entity have no collision box?
Replies: 12
Views: 3965

Re: Can an entity have no collision box?

Update from the other thread: The collision box is important for other reasons. The correct way to make an entity not collide with specific things (such as the player) is to use the collision_mask. I will try to document this on the wiki as I figure it out.
by sparr
Wed Mar 05, 2014 3:17 pm
Forum: Resolved Problems and Bugs
Topic: pipe-to-ground entities limited to 1 underground connectio
Replies: 5
Views: 1281

Re: pipe-to-ground entities limited to 1 underground connect

In my tests I am using entities with connections in two or four directions. The only time I have two connections in the same direction is when one is underground and the other is aboveground, but that does not seem to affect this behavior. Even with potential connections in four different directions...
by sparr
Wed Mar 05, 2014 3:13 pm
Forum: Resolved Problems and Bugs
Topic: collision mask doodad layer named "doodat-layer"
Replies: 2
Views: 970

collision mask doodad layer named "doodat-layer"

I can't find where the layers are actually defined, so I don't know if this is a spelling mistake that still functions or an actual bug.
by sparr
Wed Mar 05, 2014 3:10 pm
Forum: Not a bug
Topic: pipe-to-ground with no collision box gives connection error
Replies: 3
Views: 3405

Re: pipe-to-ground with no collision box gives connection er

Actually, I wanted it to not collide with the player. I didn't even realize that not colliding with buildings was an option! The collision_mask is something I had overlooked because it is used in so few places. Setting it to empty seems to have at least the desired effect. I will have to investigate...
by sparr
Wed Mar 05, 2014 3:01 am
Forum: Resolved Problems and Bugs
Topic: pipe-to-ground entities limited to 1 underground connectio
Replies: 5
Views: 1281

Re: pipe-to-ground entities limited to 1 underground connect

I just discovered that *sometimes* the second connection works. I can't discern a pattern, although it always works or doesn't work in the same situation, so it's consistent.
by sparr
Wed Mar 05, 2014 3:00 am
Forum: Modding help
Topic: Can an entity have no collision box?
Replies: 12
Views: 3965

Re: Can an entity have no collision box?

That doesn't seem to be relevant here. I checked and other entities like logistic-robot do have zero-size collision boxes, so presumably this should work. I did manage to copy the error message for a zero-size collision box and it's not directly applicable to the collision box so I filed a bug. &quo...
by sparr
Wed Mar 05, 2014 2:59 am
Forum: Not a bug
Topic: pipe-to-ground with no collision box gives connection error
Replies: 3
Views: 3405

pipe-to-ground with no collision box gives connection error

When I set collision_box = {{0, 0}, {0, 0}} on a pipe-to-ground type entity and try to load it, I get the following error: Error while loading prototype "underground-pipe": Invalid pipe connections specification for offset [0, -1]. My guess is that the connection code references the center...
by sparr
Wed Mar 05, 2014 2:52 am
Forum: Mods
Topic: Working on a mod with more pipes
Replies: 6
Views: 8898

Working on a mod with more pipes

I'm working on a mod that allows more types of pipes. It's broken until 0.9.2 but here's a teaser screenshot: http://i.imgur.com/PlU2YiY.png Top is normal pipe to ground Next is a long pipe to ground, which costs proportionally more Then on the bottom there are two new things. The cross in the middl...
by sparr
Tue Mar 04, 2014 11:31 pm
Forum: Modding help
Topic: Can an entity have no collision box?
Replies: 12
Views: 3965

Re: Can an entity have no collision box?

SilverWarior wrote:I think you need to use "not-on-map" flag for this.
If you chech doodads and logistic robot declaration you will notice that both of them have this flad set and still have collision_bod declared.
Thanks, I'll try that!
by sparr
Tue Mar 04, 2014 9:13 pm
Forum: Modding help
Topic: Can an entity have no collision box?
Replies: 12
Views: 3965

Re: Can an entity have no collision box?

Is there a way to specify that the collision box should not apply to the player / vehicle / biters?
by sparr
Tue Mar 04, 2014 9:12 pm
Forum: Releases
Topic: Version 0.9.1
Replies: 26
Views: 33636

Re: Version 0.9.1

I am not finding a mods folder anywhere in the Factorio directory tree. Where should this folder be added, and should it just be called mods, or what? The mods folder lives next to your saves folder. It's not in the folder Factorio is installed in, but instead in the folder that the game writes use...
by sparr
Tue Mar 04, 2014 9:11 pm
Forum: General discussion
Topic: Dont understand the reasoning behind production module
Replies: 8
Views: 4467

Re: Dont understand the reasoning behind production module

If you want more products per second, use a speed module.

If you want more products per input resource, use a production module.

If you want more products per watt of energy, use an efficiency module.
by sparr
Tue Mar 04, 2014 7:53 pm
Forum: Modding help
Topic: Can an entity have no collision box?
Replies: 12
Views: 3965

Can an entity have no collision box?

I am trying to make an entity of an arbitrary type that can be walked/driven over. I know transport-belts are passable, but they seem to be a special case. I tried this and got an error (which I can reproduce and copy if necessary):

Code: Select all

collision_box = {{0.0, 0.0}, {0.0, 0.0}},
by sparr
Tue Mar 04, 2014 7:50 pm
Forum: Resolved Problems and Bugs
Topic: pipe-to-ground entities limited to 1 underground connectio
Replies: 5
Views: 1281

Re: pipe-to-ground entities limited to 1 underground connect

Awesome, thanks! Here are the complete entities that I'm adding with this fixed feature: { type = "pipe-to-ground", name = "underground-pipe", icon = "__pipe-dream__/graphics/icons/underground-pipe.png", flags = {"placeable-neutral", "player-creation"...
by sparr
Tue Mar 04, 2014 7:47 pm
Forum: Implemented mod requests
Topic: Allow arbitrary inserter pickup/drop locations
Replies: 5
Views: 3912

Re: Allow arbitrary inserter pickup/drop locations

Thanks, cube! A more complicated but more useful request: Make the pickup position into a list, so multiple locations can be specified. This would allow one inserter to combine two chests/belts/etc into one destination. An even more complicated but more useful request: Make the insert position into ...
by sparr
Tue Mar 04, 2014 7:42 pm
Forum: Show your Creations
Topic: A composite of my entire base
Replies: 11
Views: 14647

Re: A composite of my entire base

Will you be able to zoom a little further? I took like 13 screens to make this image. Had to resize and merge them in photoshop, so a wider area would make something like this much easier. try this in the console: game.player.zoom=0.125 that's about twice as far out as you can get with the mouse. d...
by sparr
Tue Mar 04, 2014 7:41 pm
Forum: General discussion
Topic: Trees !
Replies: 5
Views: 3684

Re: Trees !

I haven't played since like 0.8.x something around there I hit up this new update TREES EVERYWHERE ! I was very sad that 0.9 removed the new game options to control the number/density of forests. However, I also learned that trees reduce pollution, so that's a good thing when you're playing in non-...
by sparr
Tue Mar 04, 2014 4:06 pm
Forum: Show your Creations
Topic: A composite of my entire base
Replies: 11
Views: 14647

Re: A composite of my entire base

We will implement taking screenshots from the lua api soon. Excellent! The mod that I have in mind would utilize that feature, but I'm also thinking of other things, like automatically setting alwaysday=1, teleporting around to get multiple adjacent screenshots, hiding the player ("god mode&qu...
by sparr
Tue Mar 04, 2014 4:05 pm
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 114142

Re: [MOD 0.9.x] TimeButtons v0.0.5

I made a copy of your mod with new features. I would like to contribute those changes back to you.
by sparr
Tue Mar 04, 2014 2:04 pm
Forum: Texture Packs
Topic: 4 new icons
Replies: 14
Views: 23403

Re: 4 new icons

Make the cable thicker on the spool. So instead of seeing 20+ turns we see 5-10.

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