Search found 76 matches

by Suf
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

DaveMcW wrote: ↑
Mon Oct 19, 2020 11:45 am
It looks like you are using +1.7 and -1.7, and have exactly 1 tile too much. Try subtracting 0.5 from both sides, for +1.2 and -1.2.

The Factorio grid is 32 pixels in normal resolution, and 64 pixels in high resolution.
Yeah now it's good ,thanks for the help guys :)
by Suf
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 ...
by Suf
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...
by Suf
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, ...
by Suf
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...
by Suf
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...
by Suf
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...
by Suf
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 ...
by Suf
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

Klonan wrote: ↑
Sun Oct 11, 2020 10:10 am
In 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
    },
Thanks a lot :)
by Suf
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...
by Suf
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...
by Suf
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...
by Suf
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) "...
by Suf
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...
by Suf
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.
by Suf
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...
by Suf
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...
by Suf
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...
by Suf
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...
by Suf
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...

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