Search found 148 matches

by adamwong246
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...
by adamwong246
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)
by adamwong246
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...
by adamwong246
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.

Impatient wrote:
Tue Mar 16, 2021 8:28 pm
adamwong246 wrote:
Wed Jan 27, 2021 5:16 pm
:-D ... What are you playing? Expensive deathworld marathon spiced up with rampant, pitch black and probably 20 other mods which make the game harder?
yes
by adamwong246
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?
by adamwong246
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:
Image
https://www.youtube.com/watch?v=nOICSNCuBvQ
by adamwong246
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...
by adamwong246
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...
by adamwong246
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.
by adamwong246
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...
by adamwong246
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...
by adamwong246
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"
by adamwong246
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...
by adamwong246
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...
by adamwong246
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...
by adamwong246
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.
by adamwong246
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...
by adamwong246
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...
by adamwong246
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...

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