Search found 2903 matches

by darkfrei
Wed Jan 27, 2021 1:01 pm
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 26
Views: 17247

Re: Steam Engine should not "scale down" automatically.

Modding: 1. You can flush steam from steam engine; 2. or cool down the steam inside of it; 3. built-in power pole and electric energy interface with tertiary consumption priority; 4. built-in infinity pipe, that takes all / half steam; 5. the player must use "terminator" on the end of stea...
by darkfrei
Tue Jan 26, 2021 12:55 pm
Forum: Modding help
Topic: Add prototype definition?
Replies: 6
Views: 1355

Re: Add prototype definition?

Just a short question. Is it possible to add a prototype definition to a prototype like energy-usage to a belt? Or do I have to create a ElectricEnergyInterface that is placed on the same position of the original entity, so that there are two entities placed. See mod: https://mods.factorio.com/mod/...
by darkfrei
Mon Jan 25, 2021 5:42 pm
Forum: Modding interface requests
Topic: Get pollution isobands
Replies: 4
Views: 1501

Re: Get pollution isobands

I don't understand the request. Pollution is a simple value per chunk; we don't store any other information than that. The water coloring is done purely in a shader based off those values. The original mod Smog Visual Pollution also uses just values per chunk. All users ask better graphics, the edg...
by darkfrei
Mon Jan 25, 2021 11:30 am
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 9046

Re: Spidertron grid size

Nexarius wrote: ↑
Mon Jan 25, 2021 12:25 am
infinite research to increase equipment slots in the spider.
Not infinite, but two or three updates for grid size. Just like by the player's armor.
by darkfrei
Sun Jan 24, 2021 9:57 pm
Forum: Modding interface requests
Topic: Get pollution isobands
Replies: 4
Views: 1501

Get pollution isobands

Hi devs! Here is the water pollution layer, that changes the color of water. Please see screenshot: 2021-01-24T22_51_18-Factorio 1.1.15.jpg I've made a mod, that makes pollution isolines. Of course, I want to make isobands too. I am not happy with my isolines right now. Is it possible to read vanill...
by darkfrei
Thu Jan 21, 2021 10:25 pm
Forum: Won't implement
Topic: Concave polygons
Replies: 6
Views: 2163

Re: Concave polygons

+1 for multiple ways to define polygons.
viewtopic.php?t=80171&p=492321
by darkfrei
Wed Jan 20, 2021 9:37 am
Forum: Modding interface requests
Topic: Make definition of drawing polygon easier
Replies: 0
Views: 565

Make definition of drawing polygon easier

Hi devs! Linked thread: https://forums.factorio.com/viewtopic.php?t=80171 Can you please set the shape definition easier? How it loos like now: vertices= { {target={0, 0}}, {target={8, 0}}, {target={4, 4}}, {target={12, 8}} } How I expected it must be: vertices= { {0, 0}, {8, 0}, {4, 4}, {12, 8} } A...
by darkfrei
Mon Jan 18, 2021 12:29 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 16
Views: 5194

Re: Linked pipes

Modding interface request: viewtopic.php?f=28&t=94169

Mod (based on control.lua): https://mods.factorio.com/mod/LinkedPipes
by darkfrei
Fri Jan 15, 2021 11:41 pm
Forum: Modding interface requests
Topic: Make window by the storage tank optional
Replies: 4
Views: 1228

Re: Make window by the storage tank optional

PFQNiet wrote: ↑
Fri Jan 15, 2021 10:28 pm
Can't you just set those graphics to the empty sprite?
I don't know why I need empty sprites for it.
by darkfrei
Fri Jan 15, 2021 6:29 pm
Forum: Modding interface requests
Topic: Make window by the storage tank optional
Replies: 4
Views: 1228

Make window by the storage tank optional

Hi devs! Can you please make this parameters optional? I need the storage tank without any window. local entity= data.raw["storage-tank"]["storage-tank"] entity.pictures.window_background entity.pictures.fluid_background entity.pictures.flow_sprite entity.pictures.gas_flow entity...
by darkfrei
Thu Jan 14, 2021 10:31 am
Forum: Questions, reviews and ratings
Topic: Help me update an old private mod to 1.1
Replies: 8
Views: 3024

Re: Help me update an old private mod to 1.1

Peter34 wrote: ↑
Thu Jan 14, 2021 6:10 am

What do I update it to, to make it work in 1.1?
https://wiki.factorio.com/Console#Add_i ... _inventory
by darkfrei
Wed Jan 13, 2021 7:38 pm
Forum: Modding help
Topic: Connecting two entities
Replies: 5
Views: 1492

Re: Connecting two entities

hreintke wrote: ↑
Wed Jan 13, 2021 5:02 pm

If so, is there some example code which I can use as starting point ?
Maybe Linked Belts?
You can connect them with the selection tool or just by placing connect the second linked belt to first one.
by darkfrei
Tue Jan 12, 2021 10:07 pm
Forum: Ideas and Requests For Mods
Topic: Among us Mods??
Replies: 6
Views: 1535

Re: Among us Mods??

ickputzdirwech wrote: ↑
Tue Jan 12, 2021 9:58 pm
Well I am pretty sure you could make an Among Us scenario map in Factorio.
The problem is that the game says who was killed whom. We are need to hide it or rename the impostor to impostor.
by darkfrei
Mon Jan 11, 2021 9:07 pm
Forum: Ideas and Requests For Mods
Topic: Among us Mods??
Replies: 6
Views: 1535

Re: Among us Mods??

Carol22 wrote: ↑
Mon Jan 11, 2021 7:35 pm
Are there any mods in this game that have Amoung us? One of my favourite games so it would be great to have in factorio.
https://mods.factorio.com/mod/AmongUsCharacter
by darkfrei
Sun Jan 10, 2021 9:56 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 1
Views: 1084

Linked pipes

Hi devs!

I am happy with linked belts and linked chests, how about linked pipes?
by darkfrei
Wed Jan 06, 2021 10:34 am
Forum: Implemented mod requests
Topic: Linked-belt
Replies: 9
Views: 5338

Re: Linked-belt

y.petremann wrote: ↑
Sun Dec 13, 2020 9:09 am
Linked-belt would link two belt-lines wherever there are (could be on two different surfaces).
See my implementation: Linked Belts
by darkfrei
Wed Dec 23, 2020 12:43 am
Forum: Modding help
Topic: change barrel size
Replies: 2
Views: 891

Re: change barrel size

Made with https://forums.factorio.com/viewtopic.php?t=45107 data.raw.recipe["fill-water-barrel"].ingredients[2] = {type = "item", name = "empty-barrel", amount = 1, catalyst_amount = 1} data.raw.recipe["empty-water-barrel"].results[1] = {type = "fluid&quo...
by darkfrei
Tue Dec 22, 2020 9:46 pm
Forum: Ideas and Requests For Mods
Topic: [Request] A clean nuclear explosion site
Replies: 6
Views: 1982

Re: [Request] A clean nuclear explosion site

Code: Select all

table.remove (data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects, 8)
or

Code: Select all

data.raw.corpse["huge-scorchmark"].time_before_removed = 30*60
by darkfrei
Mon Dec 21, 2020 8:15 pm
Forum: Ideas and Requests For Mods
Topic: [Request] A clean nuclear explosion site
Replies: 6
Views: 1982

Re: [Request] A clean nuclear explosion site

Would it be possible to make a mod so atomic explosion would not leave a sheep shit on the map? SheepShit.jpg I just don't like that shit :( A crater is ok. Mod code (add it to the data.lua): data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects[8] = nil To delete exi...

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