Search found 152 matches

by evildogbot100
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.
by evildogbot100
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...
by evildogbot100
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...
by evildogbot100
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...
by evildogbot100
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.
by evildogbot100
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...
by evildogbot100
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
by evildogbot100
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.
by evildogbot100
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....
by evildogbot100
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".
by evildogbot100
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.
by evildogbot100
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.
by evildogbot100
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.
by evildogbot100
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.
by evildogbot100
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

Lav wrote:I'm talking about using flamethrower to burn chests full of solid fuel. :-)
My bad...
by evildogbot100
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.
by evildogbot100
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...
by evildogbot100
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...
by evildogbot100
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
by evildogbot100
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.

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