Search found 2902 matches

by darkfrei
Sat Dec 19, 2020 3:05 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1375001

Re: Development and Discussion

valneq wrote:
Sat Dec 19, 2020 2:56 am
I cannot reproduce with Angel's Refining 0.11.19, nor with the dev branch. Any special mod settings?
Also: Factorio 1.0.0, or 1.1.x?
I don't know how to reproduce it. Version as on screenshot, and screenshot file name.
Factorio 1.1.6
by darkfrei
Sat Dec 19, 2020 12:59 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1375001

Re: Development and Discussion

lovely_santa wrote:
Fri Dec 18, 2020 11:24 pm

Are you running any additional mods? Could you send an (empty) save file so I can sync my modlist to reproduce this?
I haven't this modlist. Just tried to test the refining without other mods. https://mods.factorio.com/mod/angelsrefining
by darkfrei
Wed Dec 16, 2020 1:18 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1375001

Re: Development and Discussion

Just skipped the cut scene:
2020-12-16T14_17_25-Factorio 1.1.6.png
2020-12-16T14_17_25-Factorio 1.1.6.png (220.38 KiB) Viewed 5295 times

Not skipped:
by darkfrei
Wed Dec 16, 2020 10:02 am
Forum: Modding help
Topic: Steam Turbine Animation Question
Replies: 2
Views: 1191

Re: Steam Turbine Animation Question

Please attach some mod.

You are need to define fluid boxes https://wiki.factorio.com/Prototype/Cra ... luid_boxes
With
off_when_no_fluid_recipe = false

https://wiki.factorio.com/Prototype/AssemblingMachine

Also the collision box must be square fo 90° rotations.
by darkfrei
Tue Dec 15, 2020 10:26 am
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 13230

Re: Mods must have a banner-picture

There is youtube solution: First mod name letter, random color.
by darkfrei
Tue Dec 15, 2020 10:08 am
Forum: Modding help
Topic: Texture for block
Replies: 1
Views: 801

Re: Texture for block

https://wiki.factorio.com/Prototype/MiningDrill

Don't forget to set 4Way
animations :: Animation4Way (optional)
base_picture :: Sprite4Way (optional)
by darkfrei
Sun Dec 13, 2020 3:38 pm
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 13230

Re: Mods must have a banner-picture

The mod logo must be uploaded also due mod portal as before.
by darkfrei
Fri Dec 11, 2020 12:19 pm
Forum: Mod portal Discussion
Topic: Strange Downloads
Replies: 9
Views: 3285

Re: Strange Downloads

Another strange downloads: 12 hours and 500+ downloads.
https://mods.factorio.com/mod/Biter_Hat ... /downloads
by darkfrei
Thu Dec 10, 2020 4:59 pm
Forum: Modding help
Topic: Has tile been discovered? Is it currently visible?
Replies: 16
Views: 3306

Re: Has tile been discovered? Is it currently visible?

I'm trying to write a script that can take screenshots on the server-side. I can get the tiles that are at a given location, but I have no idea if they are visible to anyone, or if they have been discovered. game.surfaces[1].getTile(x,y) will return the tile if it has been generated, but how can I ...
by darkfrei
Wed Dec 09, 2020 9:46 pm
Forum: Mod portal Discussion
Topic: Strange Downloads
Replies: 9
Views: 3285

Re: Strange Downloads

by darkfrei
Fri Dec 04, 2020 5:31 pm
Forum: Ideas and Requests For Mods
Topic: Idea: foot power
Replies: 4
Views: 1138

Re: Idea: foot power

It's not wat you are asked for, but pretty close:
https://mods.factorio.com/mod/eradicato ... -generator
by darkfrei
Fri Dec 04, 2020 3:11 pm
Forum: Ideas and Requests For Mods
Topic: Multi-wire: A single component for copper, red and green wire
Replies: 2
Views: 898

Re: Multi-wire: A single component for copper, red and green wire

Idea: a component that combines all 3 wires into 1 component, merely for convenience, so I don't have to run lines 3 times. It should cost more than the 3 components would separately. It can be some new long reach power pole, but with all wires, not just copper one. It can be really easy done with ...
by darkfrei
Fri Dec 04, 2020 3:06 pm
Forum: Ideas and Requests For Mods
Topic: Idea: foot power
Replies: 4
Views: 1138

Re: Idea: foot power

It must be incompatible with normal exoskeleton.
by darkfrei
Thu Dec 03, 2020 10:03 am
Forum: Ideas and Requests For Mods
Topic: Idea: mod which causes all items to eventually fail
Replies: 10
Views: 2250

Re: Idea: mod which causes all items to eventually fail

The chest, that removes about 10% of content every hour.
Actually, it removes items often and one by one, but the result gives the same 10% per hour.
by darkfrei
Wed Dec 02, 2020 10:31 pm
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3300

Re: Double Assembling Machine

kirazy wrote:
Wed Dec 02, 2020 8:35 pm
You could make a whitelist of which components should not be decomposed, everything made in furnaces for example.
Now you build rocket parts from iron plates and copper plates (and crude oil).
by darkfrei
Wed Dec 02, 2020 10:58 am
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3300

Re: Double Assembling Machine

kirazy wrote:
Wed Dec 02, 2020 9:50 am

Repeat until you can't find a recipe.
Now you build rocket parts from ore and crude oil.
by darkfrei
Wed Dec 02, 2020 8:07 am
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3300

Re: Double Assembling Machine

Mecejide wrote:
Wed Dec 02, 2020 1:03 am
That code looks like it only adds a single recipe.
Yes, you are need to define what pairs of recipes must be compound. You cannot say: "do all recipes!"
You are need defined pairs, same as by your example. No example - no recipe.
by darkfrei
Tue Dec 01, 2020 10:00 pm
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3300

Re: Double Assembling Machine

It’s like https://mods.factorio.com/mod/DoubleFurnace, except it’s an assembling machine. This means it assembles one type of item, such as copper cable, and then uses that type of item to assemble another, such as electronic circuits. In the example I gave, the overall recipe would be 3 copper pla...
by darkfrei
Mon Nov 30, 2020 8:06 am
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4203

Re: Looking for a lua way to delete all nuclear scorch marks

ptx0 wrote:
Sun Nov 29, 2020 11:42 pm
it's because it actually changes the tile, there's no way to remove them without cloning the area around the scorch marks using lua.

Screenshot_20201129_154122.png
Yeah, something like NiceFill mod.
https://mods.factorio.com/mod/nicefill
by darkfrei
Sun Nov 29, 2020 9:40 pm
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4203

Re: Looking for a lua way to delete all nuclear scorch marks

Diablo wrote:
Sun Nov 29, 2020 9:28 pm
Like the title says, i'm Looking for a lua way to delete all nuclear scorch marks.

Code: Select all

/c
for i, surface in pairs (game.surfaces) do
  local entities = surface.find_entities_filtered{name="huge-scorchmark"}
  for j, entity in pairs (entities) do
    entity.destroy()
  end
end

Go to advanced search