Search found 148 matches
- Sat Sep 17, 2022 7:01 pm
- Forum: Modding help
- Topic: altering a single layer of animation
- Replies: 3
- Views: 780
altering a single layer of animation
I am attempting to create a suite of labs, and each are visually distinct by their active "glow". I'm using the white mask provided by DiscoScience, which will at build-time be used to generate a the of colored variants, so my nuclear lab gets a green glow, heat powered lab gets a red glow...
- Wed Aug 31, 2022 6:25 pm
- Forum: Technical Help
- Topic: screenshots folder can't be found
- Replies: 0
- Views: 395
screenshots folder can't be found
I was looking for my screenshots and the docs point to a folder which does not exist. According to https://wiki.factorio.com/Application_directory, the screen shots ought to appear in `~/Library/Application Support/factorio` but no such folder exists on my computer (Mac OSX)
- Sun Jun 12, 2022 8:39 pm
- Forum: Modding help
- Topic: indestructible tiles with collision masks?
- Replies: 1
- Views: 921
indestructible tiles with collision masks?
local CollisionMaskUtil = require("__core__.lualib.collision-mask-util") local layer = CollisionMaskUtil.get_first_unused_layer() -- you CAN pave over Garbage fill local garbageFillMask = {"ground-tile", "colliding-with-tiles-only", layer} -- you CAN NOT pave over a Sa...
- Fri May 07, 2021 2:43 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 26
- Views: 16984
Re: Steam Engine should not "scale down" automatically.
yesImpatient wrote: ↑Tue Mar 16, 2021 8:28 pmadamwong246 wrote: ↑Wed Jan 27, 2021 5:16 pm... What are you playing? Expensive deathworld marathon spiced up with rampant, pitch black and probably 20 other mods which make the game harder?
- Wed Feb 24, 2021 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
- Replies: 9
- Views: 1859
Re: Replace the equipment grid with a surface
I don't understand forums.
If I wanted to have a discussion about replacing-modules-and-equipment-grids-with-surfaces, where would be the correct place to have that discussion?
If I wanted to have a discussion about replacing-modules-and-equipment-grids-with-surfaces, where would be the correct place to have that discussion?
- Mon Feb 22, 2021 5:06 pm
- Forum: Off topic
- Topic: "Oh no... Father's playing with his trains!"
- Replies: 0
- Views: 3100
"Oh no... Father's playing with his trains!"
Me playing factorio in wee hours and my family's reaction:
https://www.youtube.com/watch?v=nOICSNCuBvQ
https://www.youtube.com/watch?v=nOICSNCuBvQ
- Mon Feb 22, 2021 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
- Replies: 9
- Views: 1859
Re: Replace the equipment grid with a surface
post is off-topic — ssilk I think I can mock something up but I will need some hooks and an agreed upon starting place. (I'd like to include modules in this discussion, because they are like a tiny, very specific equipment grid) So what I need from the devs is an entity- any entity that uses module...
- Mon Feb 22, 2021 3:39 pm
- Forum: Ideas and Suggestions
- Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
- Replies: 9
- Views: 1859
Re: Replace the equipment grid with a surface
through a combination of mods, it is possible to make meta-factories. But there are somethings that I can't accomplish with a mod- an entity with dynamic properties. Or maybe this is possible and I just don't know how? I would love to put together a playable demo but I will need an entity that can b...
- Mon Feb 22, 2021 3:32 pm
- Forum: Not a bug
- Topic: [1.1.21] pollution_absorption_per_second cannot be negative.
- Replies: 4
- Views: 1642
Re: [1.1.21] pollution_absorption_per_second cannot be negative.
yes, this was submitted under a misunderstanding of the pollution system.
- Sat Feb 20, 2021 5:14 pm
- Forum: Ideas and Suggestions
- Topic: More entities ought to have equipment grids.
- Replies: 11
- Views: 2789
Re: More entities ought to have equipment grids.
Thank you for bringing this to my attention. Last thing I will point out: you actually CAN make a turret with an equipment-grid, it just goes by another name: "Spidertron-consuming-ammo." I am beginning to think that the Spidertron ought to be the base for all machines. Spidertron with zer...
- Sat Feb 20, 2021 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
- Replies: 9
- Views: 1859
Surface based equipment grids, dynamic crafting devices (and off-topic post :) )
this is split off from https://forums.factorio.com/viewtopic.php?f=6&t=75618 Replace the equipment grid with a surface — ssilk My biggest question is one of performance- if you replace the inner workings of every machine with it's own mini-surface, you'll implode the UPS. 2nd concern is how &qu...
- Sat Feb 20, 2021 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Replace the equipment grid with a surface
- Replies: 6
- Views: 1806
Re: Replace the equipment grid with a surface
I want to keep this thread going. To me, this is the most substantial, yet logical, progression of gameplay yet submitted and I VERY much hope it can be not a twinkle-in-the-eye but a serious consideration. It IS such a BIG suggestion that it might even warrant the term "Factorio 2.0"
- Fri Feb 19, 2021 6:44 pm
- Forum: Modding discussion
- Topic: An immovable "garbagefill" tile
- Replies: 1
- Views: 1096
An immovable "garbagefill" tile
I've made a polluting tile called "garbagefill". Is there a way to make this indestructible? I found that by setting the minable property to nil, you can concrete over the "garbagefill" but this also allows you to landfill over a garbagefill, which is not a desired effect. If I s...
- Fri Feb 19, 2021 5:09 pm
- Forum: Ideas and Suggestions
- Topic: More entities ought to have equipment grids.
- Replies: 11
- Views: 2789
Re: More entities ought to have equipment grids.
I don’t want to change the EG of hundreds of turrets by hand. How? I was thinking of this last night I have a crazy-sounding idea that will sound more sane as I explain it. For the most part, factorio doesn't really allow individualized items. AFAIK, you can 1) Add speed, prod or eff modules 2) You...
- Fri Feb 19, 2021 4:55 pm
- Forum: Not a bug
- Topic: [1.1.21] pollution_absorption_per_second cannot be negative.
- Replies: 4
- Views: 1642
- Thu Feb 18, 2021 11:07 pm
- Forum: Not a bug
- Topic: [1.1.21] pollution_absorption_per_second cannot be negative.
- Replies: 4
- Views: 1642
[1.1.21] pollution_absorption_per_second cannot be negative.
local garbagefillTile = table.deepcopy(data.raw["tile"]["landfill"]) garbagefillTile.name = "garbagefill" garbagefillTile.tint = {0.85, 0.25, 0.25, 1} garbagefillTile.pollution_absorption_per_second = -0.0000075 data:extend{ garbagefillTile } log(data.raw["tile&qu...
- Thu Feb 18, 2021 6:18 pm
- Forum: Won't implement
- Topic: animation speed should support a negative number
- Replies: 2
- Views: 1297
Re: animation speed should support a negative number
I'm not sure how I missed that last night. Thanks.
- Thu Feb 18, 2021 5:53 pm
- Forum: Ideas and Suggestions
- Topic: More entities ought to have equipment grids.
- Replies: 11
- Views: 2789
More entities ought to have equipment grids.
TL;DR I wish individual entities, like turrets, were more customizable via an equipment grid. What ? More entities ought to implement equipment grids, specifically turrets. Rather than unlocking higher tiers of turrets, you should unlock higher tiers of equipment modules _for_ turrets. So instead o...
- Thu Feb 18, 2021 4:39 pm
- Forum: Won't implement
- Topic: animation speed should support a negative number
- Replies: 2
- Views: 1297
animation speed should support a negative number
Consider that accumulators have a charge and discharge animation. My fork of https://mods.factorio.com/mod/eradicators-hand-crank-generator adds a reversed animation, so that the generator reverses directions when discharging and charging. As it stands, I must re-compile a second sprite sheet, which...
- Wed Feb 17, 2021 8:13 pm
- Forum: Modding help
- Topic: seeking advice about Collision Masks
- Replies: 1
- Views: 697
Re: seeking advice about Collision Masks
-- I'm not sure what this ought to be local collisionMask = { -- "ground-tile", -- "water-tile", -- "resource-layer", -- "doodad-layer", -- "floor-layer", -- "item-layer", -- "object-layer" } local garbagefillItem = { type = &quo...