Search found 1327 matches
- 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.
- 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...
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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?
Thanks, I'll try that!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.
- 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?
- 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...
- 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.
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.
- 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}},
- 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"...
- 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 ...
- 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...
- 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-...
- 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...
- 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.
- 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.