Search found 152 matches
- Mon Jul 03, 2017 4:34 am
- Forum: General discussion
- Topic: I think I've built myself into a corner.... well 4.
- Replies: 9
- Views: 4040
Re: I think I've built myself into a corner.... well 4.
Press f5 and see the train update value. I heard that trains are not as significant computationally.
- Mon Jul 03, 2017 3:13 am
- Forum: Resolved Problems and Bugs
- Topic: [15.26] Crash using credo timelapse mod on: "SpriteSaver::saveSprite"
- Replies: 1
- Views: 2039
[15.26] Crash using credo timelapse mod on: "SpriteSaver::saveSprite"
Crashed when credo timelapse mod tried to screenshot, doesn't always happen every screenshot, seems sporadic, I take screenshot at position = 0,0, zoom = 0.25, dimension = 7680x4320, every 1200 tick, set noon at screenshot. I'm not sure but I think it crashed when the tick is exactly the one that is...
- Sun Jul 02, 2017 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.26] Crashed Modded
- Replies: 4
- Views: 2984
[0.15.26] Crashed Modded
I played the game in sandbox mode, create character using console, enter the helicopter (helicopter mod), load the helicopter guns, the automatic slot with uranium ammo, the missile slot with the explosive rocket ammo, kill some small biter, put cursor on spawner, tried to shoot spawner using rocket...
- Fri Jun 30, 2017 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.26] Save corrupted when uninstalling mod
- Replies: 7
- Views: 1480
[0.15.26] Save corrupted when uninstalling mod
I make a test mod with a modded straight-rail entity that have no collision_mask. To reproduce the bug, simply load the mod, place 2-3 length vanilla rail, place modded rails completely covering the vanilla rail, then save. After that, remove mod and load the save. The save is now unloadable without...
- Fri Jun 30, 2017 9:56 am
- Forum: Modding discussion
- Topic: Default collision mask
- Replies: 3
- Views: 1476
Re: Default collision mask
The default is not that, for example belts don't have "player-layer" as collision_mask despite their collision_mask not specified in the data. It seems that different entity type has different default collision_mask, and that makes it difficult to iterate.
- Fri Jun 30, 2017 8:06 am
- Forum: Modding discussion
- Topic: Default collision mask
- Replies: 3
- Views: 1476
Default collision mask
It seems to me that vanilla entities have default collision mask that is used when its prototype doesn't specify collision_mask. This makes it hard to iterate all entity that have a specific collision_mask. Example : I want to make all entity that has "object-layer" as collision_mask to ge...
- Thu Jun 29, 2017 10:47 pm
- Forum: Modding help
- Topic: Untargetable enemy entity
- Replies: 4
- Views: 1183
Re: Untargetable enemy entity
It's a unit spawner, so I need it to have the same force with the unit it creates
- Thu Jun 29, 2017 9:58 pm
- Forum: Modding help
- Topic: Untargetable enemy entity
- Replies: 4
- Views: 1183
Untargetable enemy entity
Is there an entity that I can use as an enemy that is untargetable by turrets and unkillable by flame? It's just a proxy for something else, thats why I don't want it to be targetable.
- Thu Jun 29, 2017 1:07 pm
- Forum: General discussion
- Topic: Coincidence that popular mods start with A & B ?
- Replies: 6
- Views: 2613
Re: Coincidence that popular mods start with A & B ?
Also, how do I search my own mod? The fastest way I know is to find one of my mod then click on my name....
- Wed Jun 28, 2017 4:28 pm
- Forum: General discussion
- Topic: Coincidence that popular mods start with A & B ?
- Replies: 6
- Views: 2613
Re: Coincidence that popular mods start with A & B ?
Where is the rating system? Every mod has this words on them : "rated : 0 times".
- Wed Jun 28, 2017 11:08 am
- Forum: Modding help
- Topic: What is secondary bounding box
- Replies: 1
- Views: 757
What is secondary bounding box
I tried to tweak them for rails but don't understand what they are and what entities are they allowed for.
- Fri Jun 23, 2017 9:34 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 67885
Re: [0.14][0.15] Building Platform v1.0.9 (experimental v1.1.9)
Hello, just some modder who needs a help here, how do I make a floor tile that blocks off player creations. I tried to reverse engineer this mod but became really confused.
- Fri Jun 23, 2017 9:01 pm
- Forum: Modding help
- Topic: How to create tiles that prevents building
- Replies: 3
- Views: 1333
How to create tiles that prevents building
Hello, I want to create tile that prevents the player from building on it but biters can still put a base on it. I tried to reverse engineer the building-platform mod but can't find the property that I wanted. How do I do it.
- Fri Jun 23, 2017 7:49 pm
- Forum: Modding help
- Topic: Dummy Entity with health
- Replies: 0
- Views: 434
Dummy Entity with health
Is there a generic entity with health type in factorio? I need one for my mod since it is just a proxy for something else.
- Fri Jun 23, 2017 5:57 pm
- Forum: General discussion
- Topic: 0.15 and Flare Stack Problem
- Replies: 35
- Views: 12570
Re: 0.15 and Flare Stack Problem
My bad...Lav wrote:I'm talking about using flamethrower to burn chests full of solid fuel.
- Fri Jun 23, 2017 2:25 pm
- Forum: General discussion
- Topic: 0.15 and Flare Stack Problem
- Replies: 35
- Views: 12570
Re: 0.15 and Flare Stack Problem
Using flamethrower to burn off liquid is horrible. 1 entity burns off 3 liquid/s, also doesn't destroy petrol gas. Compared to the old steam engine who destroyed 30 liquid/s it has no chance.
- Thu Jun 22, 2017 8:39 pm
- Forum: General discussion
- Topic: Steam/diesel locomotives
- Replies: 20
- Views: 8182
Re: Steam/diesel locomotives
I do make a mod that makes locomotives ONLY accept fluid oil as fuel. You can configure it to take steam as well. The thing is, I haven't found a good way to implement locomotive that uses both water and solid fuel. Here is the link to the mod page https://mods.factorio.com/mods/evildogbot100/Diesel...
- Thu Jun 22, 2017 5:23 pm
- Forum: Texture Packs
- Topic: [Request] Graphics for my biter expanded mod
- Replies: 1
- Views: 2636
[Request] Graphics for my biter expanded mod
Hello, currently I'm working on a mod that do the following things 1. Add central biter base structure that spreads "creep" tile, for now let's call it creep-spreader 2. Biter base are always on creep 3. If creep-spreader died, creeps around it retract and gone 4. Biter base that is now no...
- Thu Jun 22, 2017 6:56 am
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22399
Re: [MOD 0.15] Diesel Locomotive
Tanks and cars doesn't have a good pump connecting animation though, besides, they are annoying to align with pumps manually
- Wed Jun 21, 2017 9:44 am
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22399
Re: [MOD 0.15] Diesel Locomotive
I have patched the bug.