Search found 1264 matches

by aubergine18
Sun Dec 04, 2016 10:39 pm
Forum: Modding help
Topic: Weapon Parameter not working [kind-of solved]
Replies: 2
Views: 1041

Re: Weapon Parameter not working

Isn't min_range specific to either turrets or maybe ammo type?
by aubergine18
Sun Dec 04, 2016 10:32 pm
Forum: Modding help
Topic: How to make pipe connections not rotatable
Replies: 1
Views: 671

Re: How to make pipe connections not rotatable

From some experimentations I was doing to get the opposite effect (allow all 4 rotations) I found that the tile_width and tile_height values seem to determine what rotations are possible.

viewtopic.php?f=25&t=34287
by aubergine18
Sun Dec 04, 2016 10:27 pm
Forum: Modding help
Topic: BEP-mod grafic tank problem
Replies: 13
Views: 5280

Re: BEP-mod grafic tank problem

@Arch666Angel - with the transparent border autocropping that factorio does, have you noticed any variance in entity orientation? When I was working with the wooden bridge sprites, the horizontal ones always worked fine... however the vertical ones would be cropped in strange ways and I often had to...
by aubergine18
Sun Dec 04, 2016 10:23 pm
Forum: Modding discussion
Topic: LuaSurface::get_tileproperties
Replies: 5
Views: 1441

Re: LuaSurface::get_tileproperties

Does that issue apply to all the properties of a LuaTileProperties object? When I was doing the moisture overlay, it seemed to consistently show the same values as I was running round the map - for example, I could return to a previously visited location after several minutes and the overlay would l...
by aubergine18
Sun Dec 04, 2016 8:56 pm
Forum: Implemented mod requests
Topic: Expose more of the GUI elements.
Replies: 20
Views: 19633

Re: Expose more of the GUI elements.

I would love to access the actual HUD to do stuff like add weapon slots etc. +1 I'd also like to be able to reposition those things or better still just turn them on/off in a more granular manner than is currently possible and be able to add stuff to gui.right, gui.bottom_left, gui.bottom_center an...
by aubergine18
Sun Dec 04, 2016 8:12 pm
Forum: Modding discussion
Topic: LuaSurface::get_tileproperties
Replies: 5
Views: 1441

Re: LuaSurface::get_tileproperties

What aspects of it are broken? I used it in this sensor mod: https://mods.factorio.com/mods/aubergine18/evo_elev_temp (0.13 version) While testing that mod I did notice that there seemed to be no correlation between the tile property values and what was rendered on the map for the most part. Maybe i...
by aubergine18
Sat Nov 19, 2016 2:04 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 44742

Re: Friday Facts #165 - Death by a thousand cuts

Really looking forward to the mod settings API :)

I love the fact that the fastest game on my (crappy) computer is getting even faster!

The train graphics look awesome - I just hope 0.15 still runs on my crappy 512MB graphics card (even if it means using the lower resolution graphics).
by aubergine18
Tue Nov 15, 2016 6:48 pm
Forum: Not a bug
Topic: Game takes 100% cpu when paused
Replies: 8
Views: 2757

Re: Game takes 100% cpu when paused

Not sure if it's related or worth investigating, but on late 2012 iMac all CPU cores utilisation increases by around 10-15% when game is paused.
by aubergine18
Tue Nov 15, 2016 6:21 pm
Forum: Modding help
Topic: BEP-mod grafic tank problem
Replies: 13
Views: 5280

Re: BEP-mod grafic tank problem

Remember that the grid within tiles has a maximum resolution of 32 px / 256, so it will always snap to increments of 0.003921568627451 (or 0 if less than that number). (source)
by aubergine18
Tue Nov 15, 2016 5:14 pm
Forum: Ideas and Suggestions
Topic: New turrets, traps, mines
Replies: 5
Views: 2770

Re: New turrets, traps, mines

Some mods that do some of what you are after: * https://mods.factorio.com/mods/sore68/Additional-Turret * https://mods.factorio.com/mods/Predictabowl/PredictabowlTurrets * https://mods.factorio.com/mods/Zarnoo/Tesla_Turret * https://mods.factorio.com/mods/DRT99/snare-mine * https://mods.factorio.com...
by aubergine18
Tue Nov 15, 2016 4:41 pm
Forum: Ideas and Requests For Mods
Topic: Mod to turn peaceful_mode OFF after X minutes?
Replies: 11
Views: 3122

Re: Mod to turn peaceful_mode OFF after X minutes?

This might also be of interest - it limits evolution of enemies based on your current research: https://mods.factorio.com/mods/Telemak/ ... nEvolution
by aubergine18
Tue Nov 15, 2016 4:27 pm
Forum: Modding help
Topic: BEP-mod grafic tank problem
Replies: 13
Views: 5280

Re: BEP-mod grafic tank problem

Uploading mod to github would make it lots easier for people to see what's actually going on.
by aubergine18
Sun Nov 13, 2016 11:22 pm
Forum: Modding interface requests
Topic: Crafting Machines
Replies: 3
Views: 1638

Re: Crafting Machines

Why do you need to access via console? Just make a small mod that has a data-final-fixes and do what you want in there - eg. scanning the data.raw for info you need, then using log() and serpent() to output that infos to the log file from where you can copy/paste it or parse with external scripts.
by aubergine18
Sun Nov 13, 2016 8:29 pm
Forum: Modding interface requests
Topic: Crafting Machines
Replies: 3
Views: 1638

Re: Crafting Machines

Why don't you just scan through data.raw via a data-final-fixes.lua? This way you have full access to all prototypes (although some mods might still change them if their data-final-fixes.lua runs after yours) and can still use the `log()` and `serpent()` global functions to output the data you need ...
by aubergine18
Sun Nov 13, 2016 6:33 pm
Forum: Modding help
Topic: Merge signals read from get_circuit_network
Replies: 5
Views: 1884

Re: Merge signals read from get_circuit_network

Can't see many ways to make it faster via Lua, other than reducing number of table lookups and variables: local red , green = defines.wire_type.red, defines.wire_type.green function GetCircuitValues( entity ) local items, wire = {} , entity.get_circuit_network( green ) if wire then for _, data in pa...
by aubergine18
Sat Nov 12, 2016 11:07 pm
Forum: Modding help
Topic: How to make a 12.x mod work on a 13.x game
Replies: 13
Views: 4032

Re: How to make a 12.x mod work on a 13.x game

Put a comma at end of this line:

"description": "Points your vehicle north, east, south or west as desired."

should be

"description": "Points your vehicle north, east, south or west as desired.",
by aubergine18
Sat Nov 12, 2016 11:03 pm
Forum: Ideas and Suggestions
Topic: Uranium and nuclear power
Replies: 3
Views: 2377

Re: Uranium and nuclear power

I assume you've seen the recent blog post on this? https://www.factorio.com/blog/post/fff-164
by aubergine18
Sat Nov 12, 2016 10:43 pm
Forum: Modding help
Topic: How to make a 12.x mod work on a 13.x game
Replies: 13
Views: 4032

Re: How to make a 12.x mod work on a 13.x game

For most mods it's just a case of updating the info.json file to include factorio_version. Open up one of the 0.14 mods from the portal and you can see examples. Try that and if it doesn't work, report back with error messages.
by aubergine18
Sat Nov 12, 2016 10:41 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106387

Re: Friday Facts #164 - Nuclear power

IMO Nuclear reactor explosion is the worst idea possible for Factorio as a whole. Until this time factorio was a game which could open up your creativity and did forgive you any kinds of mistakes letting you find your own way of playing it. You can also change the way you play at any moment by redo...

Go to advanced search