Yeah now it's good ,thanks for the help guys
Search found 76 matches
- Mon Oct 19, 2020 12:10 pm
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Re: Invalid pipe connections specification for offset
- Mon Oct 19, 2020 10:56 am
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Re: Invalid pipe connections specification for offset
https://i.ibb.co/nBqJ4nG/collision-box.png As you can see i've used your method and yeah it worked nicely for the fluid box and i used the shift to make it in line to that pipe ,but as you can see from the image now the entity has a bigger collision box than its actual size,and if i used the older ...
- Mon Oct 19, 2020 6:34 am
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Re: Invalid pipe connections specification for offset
You should make the collision box symmetric. If you are concerned about graphics lining up, use the shift property . i can instead rescale the entity in the modeling program(Blender) and then make it have a symmetrical collisions without using the shift function no? but in order to do that i need t...
- Mon Oct 19, 2020 5:58 am
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Re: Invalid pipe connections specification for offset
collision_box = {{-0.50, -0.48}, {0.50, 1.8}}, i've tried every number from {-0, -0.1},{0,0.1} to {0,-3},{0,3} and yeah none worked Your collision box is not symmetric, so of course symmetric positions won't work. Why is your collision box not symmetric? Because the entity itself is not symmetric, ...
- Mon Oct 19, 2020 5:32 am
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Re: Invalid pipe connections specification for offset
https://i.ibb.co/yNdX6Z9/comparing-doting.png So here an actual comparing between the assembly machine -3,3(represented by the dots) and the entity im doing a fluid box for which as shown it's around 1.5 -1.5 based on the grid, however that seems not the case because that still an error and i've tr...
- Sat Oct 17, 2020 3:02 pm
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Re: Invalid pipe connections specification for offset
So here questions to determine those numbers for any modded entity that can be put into the game; what i understood 3x3 is the possible pipe positions to the entity that can be connected to, so in the assembly machine example the pipe can be connected from three sides(although it's 4 sides in the g...
- Sat Oct 17, 2020 12:32 pm
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Re: Invalid pipe connections specification for offset
Your fluid boxes are located oddly. There is a limited range of locations they can be with regard to the collision box of the entity they belong to. See https://forums.factorio.com/viewtopic.php?f=25&t=40659&p=240470#p240470 Quote from that topic type="input" means fluids can only...
- Wed Oct 14, 2020 11:44 am
- Forum: Modding help
- Topic: Invalid pipe connections specification for offset
- Replies: 12
- Views: 2036
Invalid pipe connections specification for offset
Hi All A quick question about this error that i received: Invalid pipe connections specification for offset {-0.5390625000, -0.5078125000}. The offset must be outside of the entity bounding-box collision_box = {{-0.50, -0.48}, {0.50, 1.8}}, selection_box = {{-0.50, -0.48}, {0.50, 1.8}}, fluid_boxes ...
- Sun Oct 11, 2020 10:52 am
- Forum: Modding help
- Topic: About specifying fuel to certain entity
- Replies: 2
- Views: 690
Re: About specifying fuel to certain entity
Thanks a lotKlonan wrote: βSun Oct 11, 2020 10:10 amIn the burner energy source, you just set the category:
Code: Select all
energy_source = { type = "burner", fuel_category = "nuclear", effectivity = 1, fuel_inventory_size = 1, burnt_inventory_size = 1 },
- Sun Oct 11, 2020 8:13 am
- Forum: Modding help
- Topic: About specifying fuel to certain entity
- Replies: 2
- Views: 690
About specifying fuel to certain entity
Hi all I was searching the forums for similar question and the closest one i found was this https://forums.factorio.com/viewtopic.php?f=25&t=89874 however that works only on items for vanilla ;adding a custom fuel-category is easy enough meanwhile specifying it to modded entity is not shown? i m...
- Sat Oct 03, 2020 8:53 am
- Forum: Modding help
- Topic: Questions...
- Replies: 11
- Views: 1507
Re: Questions...
The problem with just removing the heavy armor technology is that there might be other technologies that are dependent on it. In this case modular armor. The modular armor technology is also dependent on advanced electronics. So one way of dealing with this should be data.raw.technology["modul...
- Sat Oct 03, 2020 6:07 am
- Forum: Modding help
- Topic: Questions...
- Replies: 11
- Views: 1507
Re: Questions...
So i've tried something like this data.raw.armor["heavy-armor"].type="armor" data.raw.armor["heavy-armor"].subgroup =nil data.raw.recipe["heavy-armor"]=nil data.raw.technology["heavy-armor"]=nil data.raw.armor["heavy-armor"].order = "b...
- Fri Oct 02, 2020 4:32 pm
- Forum: Modding help
- Topic: Questions...
- Replies: 11
- Views: 1507
Re: Questions...
How to remove recipe category: set the defined data.raw["recipe-category"].smelting = {type = "recipe-category", name = "smelting"} to data.raw["recipe-category"].smelting = nil We are need to find all "smelting" and replace with (for example) "...
- Fri Oct 02, 2020 4:30 pm
- Forum: Modding help
- Topic: Questions...
- Replies: 11
- Views: 1507
Re: Questions...
Third Question: Now this not a new question that i'm asking but since i got no answer i have to ask again here; how to remove the vanilla categories(and yeah Category=nil doesn't work it render that category not there and an error message appears tell me to add it back), it seems the lua pages have...
- Fri Oct 02, 2020 4:06 pm
- Forum: Modding help
- Topic: Questions...
- Replies: 11
- Views: 1507
Re: Questions...
Any other answers to my second question or the others ones that had no answers yet?
i would like to know those things it would help me and other modders who may face those things in the future.
Thanks for all the help.
i would like to know those things it would help me and other modders who may face those things in the future.
Thanks for all the help.
- Fri Sep 25, 2020 9:03 am
- Forum: Modding help
- Topic: Questions...
- Replies: 11
- Views: 1507
Re: Questions...
Hi All First Question: let's say that i want to make an entity the player puts it diagonally. Can i add a rotation to collision_box or selection_box? 1. This entity must be car, rail or cliff. Maybe also tree, I am not sure. Yeah usually used for entity that generates in the map like trees and rock...
- Fri Sep 25, 2020 5:54 am
- Forum: Modding help
- Topic: Questions...
- Replies: 11
- Views: 1507
Questions...
Hi All First Question: let's say that i want to make an entity the player puts it diagonally. Can i add a rotation to collision_box or selection_box? Second Question: When i made a simple-entity it worked fine and everything, but i want to add a line when the player hover their mouse over that entit...
- Sun Sep 06, 2020 5:42 pm
- Forum: Modding help
- Topic: Searching For References
- Replies: 4
- Views: 1120
Re: Searching For References
The three existing modules are not run by scripts. Their effects are applied by the game engine. For a custom type the basic approach would be to create a new module with none of the standard bonuses, then in your mod you would check for the presence of the module and change the behavior of the ent...
- Sun Sep 06, 2020 4:40 pm
- Forum: Modding help
- Topic: Searching For References
- Replies: 4
- Views: 1120
Re: Searching For References
There is no such thing as a custom type in Factorio--it makes modding much simpler in the long run. There are many creative ways to reuse, repurpose, and combine existing types and use scripts to do new things. For example, the Aircraft Realism mod uses type "car" with different collision...
- Sun Sep 06, 2020 10:57 am
- Forum: Modding help
- Topic: Searching For References
- Replies: 4
- Views: 1120
Searching For References
Hi all I've been searching for references regarding adding a new type to the game;example: type = "mining-tool",but it seems there's no references for adding such thing or how to even do it.So if that's possible to do any reference or link of how to make a custom type that would be fantas...