Currently, if you try to define a new set of map presets, you will receive the following error:
https://i.imgur.com/qYeMNfq.png
This means the only option left is to overwrite the defaults. While I don't know of anyone else doing mod development that affects map presets, but should someone else ...
Search found 111 matches
- Fri Nov 22, 2019 2:41 pm
- Forum: Modding interface requests
- Topic: Please allow modding map gen presets without overwriting
- Replies: 1
- Views: 1268
- Fri Nov 22, 2019 1:02 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 42490
Re: Friday Facts #322 - New Particle system
I like playing with (sometimes very large amounts of) biters, so I'm guessing this will help performance when under heavy siege, or doing heavy siege-ing, or pretty much time there's a lot of effects going off. Great to hear.
- Fri Nov 08, 2019 4:27 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 120527
Re: Friday Facts #320 - Color correction
For my $.02, I think the new colors look 'just right' without going overboard.
But I'm also using a professional display that doesn't do weird tricks to boost its contrast rating on a store's specs page, so, IDK.
But I'm also using a professional display that doesn't do weird tricks to boost its contrast rating on a store's specs page, so, IDK.
- Wed Apr 17, 2019 8:54 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype of type= mining-drill: inventory support
- Replies: 1
- Views: 998
LuaEntityPrototype of type= mining-drill: inventory support
On creating a modded mining drill, suppose you start with:
{
type = "mining-drill",
name = "portable-mining-drill",
And of course all the other values normally expected here. But then suppose you want to put in:
vector_to_place_result = nil
This results in a startup error, as this is ...
{
type = "mining-drill",
name = "portable-mining-drill",
And of course all the other values normally expected here. But then suppose you want to put in:
vector_to_place_result = nil
This results in a startup error, as this is ...
- Wed Apr 17, 2019 7:57 am
- Forum: Already exists
- Topic: LuaEntityPrototype of type = resource: maximum_resource_amount
- Replies: 1
- Views: 1633
LuaEntityPrototype of type = resource: maximum_resource_amount
Currently the API supports the following values for entity prototypes of the type resource:
minimum_resource_amount :: uint [Read-only]
Minimum amount of this resource. Will be nil when used on a non-resource.
normal_resource_amount :: uint [Read-only]
The normal amount for this resource. nil ...
minimum_resource_amount :: uint [Read-only]
Minimum amount of this resource. Will be nil when used on a non-resource.
normal_resource_amount :: uint [Read-only]
The normal amount for this resource. nil ...
- Sun Apr 14, 2019 3:29 am
- Forum: Mods
- Topic: [MOD 0.17.x] Easy Refineries
- Replies: 13
- Views: 7374
Re: [MOD 0.17.x] Easy Refineries
V17.1.0
Updated for V0.17
-----
I have no idea why people find THIS one the most important mod. I personally never use it. I used it for like one game, because oil was scary back then, but once you get used to the mechanics this is entirely unnecessary.
I don't use this mod but I was intrigued ...
- Mon Mar 04, 2019 12:25 pm
- Forum: Already exists
- Topic: API request for ordinal autoplace modification
- Replies: 6
- Views: 3357
Re: API request for ordinal autoplace modification
So per the discord discussion, I tried modifying the order string - prepending it with "a" and then "z".
This had no effect, ie trees still blocked enemies from spawning during autoplace/chunk generation.
This had no effect, ie trees still blocked enemies from spawning during autoplace/chunk generation.
- Mon Mar 04, 2019 8:16 am
- Forum: Already exists
- Topic: API request for ordinal autoplace modification
- Replies: 6
- Views: 3357
Re: API request for ordinal autoplace modification
The lua API documentation does confirm an "order" field exists of type string, but doesn't explain at all how it works, what input it expects, etc...
Could you elaborate?
Thanks
- Mon Mar 04, 2019 4:36 am
- Forum: Already exists
- Topic: API request for ordinal autoplace modification
- Replies: 6
- Views: 3357
API request for ordinal autoplace modification
It would be great if we could adjust autoplace "priority" so crowded placement of one item won't stop others from spawning. For example, if we want biter bases to take priority over other items in chunk generation to ensure biter placement isn't suppressed by other entities.
An alternate way to do ...
An alternate way to do ...
- Thu Feb 28, 2019 2:31 pm
- Forum: Not a bug
- Topic: [0.17.2] preview biter bases do not match map in play
- Replies: 2
- Views: 1052
Re: [0.17.2] preview biter bases do not match map in play
Thanks for the report: the preview is not perfect - by design - it's just an approximation of what the game thinks will be generated.
Nonetheless, I don't think most players would expect that high tree coverage settings would suppress biter spawns. Would it be possible to have biter spawns take ...
- Thu Feb 28, 2019 8:08 am
- Forum: Not a bug
- Topic: [0.17.2] preview biter bases do not match map in play
- Replies: 2
- Views: 1052
[0.17.2] preview biter bases do not match map in play
Although biter bases will appear when previewing a map, dense trees seems to suppress the placement of biter bases when a map is actually started/in play. Screenshots for illustration:
Preview:

Map in play:

Preview:

Map in play:

- Tue Feb 26, 2019 7:16 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 288850
Re: Version 0.17.0
Shield charge bar still looks like it's from 1995. Quick, slip in a redesign in .17.1~
- Fri Feb 15, 2019 4:33 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 124745
Re: Friday Facts #282 - 0.17 in sight
Never ceases to amaze me that there's still tons of new features that get me excited to play factorio again and again.
On a sidenote, highres accumulators worry me the most... since their animations are already the most prone to stuttering as base size increases..
edit: Oh, an idea. Since a number ...
On a sidenote, highres accumulators worry me the most... since their animations are already the most prone to stuttering as base size increases..
edit: Oh, an idea. Since a number ...
- Fri Oct 26, 2018 3:21 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 342827
Re: Friday Facts #266 - Cleanup of mechanics
I'm very glad to hear about the change to assembly machines. I've always felt like I had to rush blue assemblers - despite their expensive early game cost - because greys just can't make too many basic recipes.
Now I'll be able to delay upgrading to blues a bit and focus more on automating early ...
Now I'll be able to delay upgrading to blues a bit and focus more on automating early ...
- Fri Sep 21, 2018 1:14 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 60357
Re: Friday Facts #261 - Performance + New player interaction
Good writeup as always, but... that comma style is killing me.
- Fri Aug 03, 2018 1:22 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 126723
Re: Friday Facts #254 - No research queue for you
Just wanted to give a big thank you for all the mod portal features. They're nice in general, but notifications in particular make it no longer necessary for me to direct people to contact me elsewhere. (And I see I can get rid of old announcements now too, which is just icing on the cake).
- Fri Jul 20, 2018 11:28 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 62696
Re: Friday Facts #252 - Sound design & Map editor
I definitely think a rich soundscape is worthwhile. With a good one, you can close your eyes and still 'see' what is going on.
- Fri Jul 06, 2018 5:01 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 85311
Re: Friday Facts #250 - Dead end conclusion
Can we have a way to delete old announcement topics from our mods' discussion pages?
A lot of mine are now obsolete with the new "Discussion Notice" feature (ie, announcements telling people how to contact me about bugs, etc).
A lot of mine are now obsolete with the new "Discussion Notice" feature (ie, announcements telling people how to contact me about bugs, etc).
- Sat Jun 23, 2018 6:01 am
- Forum: Already exists
- Topic: I would like a way to override darkness
- Replies: 3
- Views: 2248
Re: I would like a way to override darkness
That's already possible by modifying these properties: http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.dusk
"darkness" is a calculation of those values and as such isn't something that can be written directly. You adjust it by setting dusk, dawn, and so on.
But you cannot change ...
"darkness" is a calculation of those values and as such isn't something that can be written directly. You adjust it by setting dusk, dawn, and so on.
But you cannot change ...
- Fri Jun 22, 2018 12:12 pm
- Forum: Already exists
- Topic: I would like a way to override darkness
- Replies: 3
- Views: 2248
I would like a way to override darkness
Since from the sound of this FFF we may be approaching the last chance to get requests like this in....
I would like a way to override LuaSurface.darkness.
Even if the value itself remains read only, I would like to be able to edit the upper and lower bounds of this value.
I would like a way to override LuaSurface.darkness.
Even if the value itself remains read only, I would like to be able to edit the upper and lower bounds of this value.