Search found 356 matches

by PyroFire
Wed Nov 06, 2019 4:57 am
Forum: Resolved Problems and Bugs
Topic: [0.17.75] Engine crash messing about with prototypes
Replies: 3
Views: 2685

Re: [0.17.75] Engine crash messing about with prototypes

I have "updated" nanotorio to throw the engine error. (v0.0.2)

Seems easy/reliable to replicate.
No other mods installed.

Only changes between this version and the previous version is to lines 102 and 103 which is related to calculating fluidbox resizing ratios.
by PyroFire
Wed Nov 06, 2019 2:36 am
Forum: Mods
Topic: [0.17+] Stacktorio
Replies: 0
Views: 1215

[0.17+] Stacktorio

Stacktorio Factorio but instead of fighting biters with guns you're fighting a disintegrating planet with automation. Alt. Warptorio but instead of your factory warping on a platform, you automate your factory with belts for the next planet. https://mods-data.factorio.com/assets/b339e5a7adf2379e166...
by PyroFire
Wed Nov 06, 2019 1:58 am
Forum: Not a bug
Topic: [0.17.75] Weird tile display bug related to charting
Replies: 2
Views: 821

[0.17.75] Weird tile display bug related to charting

https://i.gyazo.com/f83d2a7b553427b0025a16b8914d8052.mp4 Mod: https://mods.factorio.com/mod/stacktorio If you can't see it, there's a weird row of tile transitions that probably shouldn't be there. It seems to be related to custom chunk generation functions (I set tiles to out-of-map in on_chunk_ge...
by PyroFire
Tue Nov 05, 2019 10:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.75] Engine crash messing about with prototypes
Replies: 3
Views: 2685

[0.17.75] Engine crash messing about with prototypes

I'm currently messing about with the prototypes and have managed to create this error every time i hit the restart button (repetitive error messages & testing stuff), so this is probably related to something not just failing to load correctly and horribly breaking when the data stage throws a va...
by PyroFire
Tue Nov 05, 2019 9:23 pm
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2834

Re: Non-square non-1x1 inserter giving constant error

Seems like having certain prototypes completely unrelated to the inserter (e.g. data.raw.item-entity) with incorrect collision boxes also cause this error.

Weird.
by PyroFire
Mon Nov 04, 2019 11:10 pm
Forum: Mods
Topic: [0.17+] Spaceblock
Replies: 5
Views: 7906

Re: [0.17+] Spaceblock

I have increased starter landfill to 1000 and you can destroy items at any time by putting it in a chest and shooting it.

Hope this helps :)
by PyroFire
Mon Nov 04, 2019 7:29 pm
Forum: Mods
Topic: [0.17+] Starshiptorio
Replies: 1
Views: 1985

[0.17+] Starshiptorio

Starshiptorio FTL but it's actually Factorio-er Than Light. https://mods-data.factorio.com/assets/92c19040e69b0b12abbacf9b588d64910da807d7.png https://mods-data.factorio.com/assets/d1878aed1b4f0110492f42e3925c4d023b1b85cf.png https://i.gyazo.com/b6e314aaffdcb59630ac513030438ce6.mp4 Lore This mod is...
by PyroFire
Mon Nov 04, 2019 9:35 am
Forum: Minor issues
Topic: [Rseding] 0.17.74 - LuaSurface.set_tiles kills the player for no good reason
Replies: 3
Views: 1142

[Rseding] 0.17.74 - LuaSurface.set_tiles kills the player for no good reason

https://i.gyazo.com/e085c7cddd6fd8818ed346459f369dc2.png /c local f=game.player.surface local p=game.player.position f.set_tiles{ {name="out-of-map",position={p.x,p.y+1}} } https://i.gyazo.com/eaa10a318b884e4de47aa6035eabe426.png Why does this kill the player? You can clearly see i'm stan...
by PyroFire
Sun Nov 03, 2019 12:04 am
Forum: Modding help
Topic: How to create tiles that prevents building
Replies: 3
Views: 1349

Re: How to create tiles that prevents building

Your code didn't seem to work, but i got it to work again with some tinkering. local function addCollisionItem(item,layer) if(item)then if(item.collision_mask)then table.insert(item.collision_mask,layer) else item.collision_mask={layer,"water-tile","player-layer"} end end end loc...
by PyroFire
Sat Nov 02, 2019 8:25 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] 0.17.74 LuaRecipe.results[x].probability is inconsistent
Replies: 5
Views: 3684

Re: 0.17.74 LuaRecipe.results[x].probability is inconsistent

This is a display bug, what your second example will result in is that it produces 2 ores at 10%, or 90% nothing. Displayed would be a production of 0.2 (2 x 0.1). Yeah that's what i was expecting to happen. Not really easy to measure the actual probability while it's telling you it's a 100% chance...
by PyroFire
Sat Nov 02, 2019 8:00 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] 0.17.74 LuaRecipe.results[x].probability is inconsistent
Replies: 5
Views: 3684

[Twinsen] 0.17.74 LuaRecipe.results[x].probability is inconsistent

Hi, i've noticed that setting an ingredient probability doesn't appear to function consistently. e.g. results={ {type="item",name="iron-ore",amount=1,probability=0.1} } This will give the recipe a 10% chance to produce one iron-ore. But if i do results={ {type="item",na...
by PyroFire
Sat Nov 02, 2019 5:40 am
Forum: Won't implement
Topic: LuaTechnology.effects[1].type="LOCK-recipe"
Replies: 3
Views: 1746

LuaTechnology.effects[1].type="LOCK-recipe"

Can we have a lock-recipe technology effect type? It does the opposite of unlock-recipe. The purpose of this request is to add recipes that are "upgrades" of the same recipe, but be able to prevent those less efficient recipes from showing. Lock-recipe technology effect would (ideally) mak...
by PyroFire
Fri Nov 01, 2019 2:11 pm
Forum: Mods
Topic: [0.17+] Spaceblock
Replies: 5
Views: 7906

[0.17+] Spaceblock

Spaceblock Seablock, but without the sea. https://i.gyazo.com/8c24a5a15a506aad0c4140dd35100340.png The biggest difference from this mod to seablock is that Spaceblock relies exclusively on vanilla, and does not need any other mods to function. It's the "vanilla-standalone" version of seab...
by PyroFire
Fri Nov 01, 2019 12:05 am
Forum: Modding help
Topic: 0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size
Replies: 3
Views: 762

Re: 0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size

Thanks for the info, i completely forgot about this special behavior with the first layer.

I ended up adding a unique icon for the recipe, but in future i think i could just use a dummy icon so it doesn't freak out like that.
by PyroFire
Thu Oct 31, 2019 8:11 pm
Forum: Modding help
Topic: 0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size
Replies: 3
Views: 762

0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size

Something is clearly wrong here.

Why is it huge in the inventory and crafting queue, but tiny on the assembler?

Image
by PyroFire
Thu Oct 31, 2019 8:08 pm
Forum: Modding interface requests
Topic: Space overlay between "out-of-map" and regular ground tiles
Replies: 0
Views: 522

Space overlay between "out-of-map" and regular ground tiles

Basically i'd like to have a space overlay underneath the landfill tiles, and i can't think of a good way to do it that gives that typical "space" perspective. Tiles don't really get the job done because it would look to repetitive, and doesn't give much control over the actual style of th...
by PyroFire
Thu Oct 31, 2019 2:19 pm
Forum: Modding interface requests
Topic: Bring back resource_prototype.autoplace_specification.coverage
Replies: 13
Views: 3980

Re: Bring back resource_prototype.autoplace_specification.coverage

A simpler method of tweaking the autoplacement (without significantly altering it) might be to look at and re-use the existing autoplacement generation functions for the ores. These functions can be found in steamapps\common\Factorio\data\base\prototypes\entity\demo-resources.lua and steamapps\commo...
by PyroFire
Sat Oct 26, 2019 4:45 am
Forum: Won't implement
Topic: LuaTile.get_light_level()
Replies: 6
Views: 1751

Re: LuaTile.get_light_level()

Another name for this function could be LuaTile.get_luminosity() The use is to return some value showing how "lit" a given position is, taking into account things like lamps, time of day, darkness and the player flashlight. Screenshot illustrating what i'm hoping to get from this request: ...
by PyroFire
Fri Oct 25, 2019 5:06 pm
Forum: Won't implement
Topic: LuaTile.get_light_level()
Replies: 6
Views: 1751

LuaTile.get_light_level()

Can has a method to get the light level on a surface's x,y position (or a LuaTile) please?

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