Search found 706 matches
- Fri Dec 30, 2016 1:47 am
- Forum: Ideas and Requests For Mods
- Topic: The Colony
- Replies: 8
- Views: 2610
The Colony
The idea of this mod is to add a planetside colony that grows organically. The role of the player is to build a factory as normal, except that there are additional requirements set by the colony which the player should also attend to. The player is referred to as the 'Engineer'. If the Engineer does...
- Thu Dec 29, 2016 11:07 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58474
Re: [0.13][0.14] Building Platform v1.0.3
Can you allow the pipes from Flow Control to be placed not on a platform?
- Tue Dec 27, 2016 10:02 pm
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 37922
Re: [MOD 0.14] Text Plates
a really nice mod, and nice graphics, and i also like your other mods eg the biomes or the new programmable vehicles (not yet tested myself, but it looks great) ... BUT: i got a crash when placing "text plates" with a blueprint while i had the "bluebuild" mod installed. i don't ...
- Tue Dec 27, 2016 3:54 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
Hi Earendel, this mod looks nice and interesting, so I have tried this. Unfortunately, when I moved across a big blue forest, FPS dropped to 10. Is it a known issue? Since the trees are just the vanilla ones with tinted colors, I guess it is an issue in the engine? :? That is not a known issue. I h...
- Tue Dec 27, 2016 11:03 am
- Forum: Implemented mod requests
- Topic: surface.create_entity{max_range=15}
- Replies: 2
- Views: 884
Re: surface.create_entity{max_range=15}
Awesome! Thanks.
- Tue Dec 27, 2016 12:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
I have a suggestion for the hauler unloading. Have a building similar to the Vehicle Deployer. When a hauler gets near it, you take over control and guide it into the building. At this point, it works like a large factory building meaning that inserters can pull from the building (think warehouse m...
- Mon Dec 26, 2016 8:13 pm
- Forum: Modding interface requests
- Topic: Allow change of frequency of noise layers for tiles
- Replies: 0
- Views: 474
Allow change of frequency of noise layers for tiles
I've been trying to change the noise frequency of the water, elevation, or custom noise layers to alter the distribution of tiles, but I can't get anything to affect the frequency. Adding a new autoplace-control also won't seem to affect tiles in any way. I would like some way for this to be possibl...
- Mon Dec 26, 2016 6:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 27190
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
This looks like it would go well with the AAI Programmable Vehicles mod.
- Mon Dec 26, 2016 6:24 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
Hi Earendel, this mod looks nice and interesting, so I have tried this. Unfortunately, when I moved across a big blue forest, FPS dropped to 10. Is it a known issue? Since the trees are just the vanilla ones with tinted colors, I guess it is an issue in the engine? :? That is not a known issue. I h...
- Fri Dec 23, 2016 12:38 am
- Forum: Modding help
- Topic: Altering frequency of Temperature and Water noise layers
- Replies: 2
- Views: 1035
Altering frequency of Temperature and Water noise layers
I have recently released the Alien Biomes mod https://mods.factorio.com/mods/Earendel/alien-biomes and multiple people are asking for larger biomes. The biomes are tied to factorio's temperature and water noise layers, that was the only way I could get a sensible distribution, but I can't find any w...
- Thu Dec 22, 2016 10:52 am
- Forum: Modding interface requests
- Topic: LuaEntity teleport
- Replies: 6
- Views: 2542
Re: LuaEntity teleport
+ Player/Character, Car, Unit, and the train sections.
- Wed Dec 21, 2016 10:41 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 19258
Re: [MOD 0.14] AAI Vehicles: Hauler
The hauler example is set to return when coal is above 200. If it's doing wood collection you'd need to change the signals to look for wood. The other possibility is that either a vehicle or structure has dropped off the list of things to process so the scripts are ignoring it's existence. I have no...
- Wed Dec 21, 2016 8:53 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
1663.797 Error Car.cpp:348: receiveMovementImpulse of flying-fortress-_-ghost ended up with unreasonable position Well this should be an interesting one. Was the flying fortress near to the edge of the loaded map when it happened? I can tell that the flying fortress was in biter AI navigation mode ...
- Wed Dec 21, 2016 2:43 pm
- Forum: Mods
- Topic: [MOD 0.15] Water Fix
- Replies: 3
- Views: 2808
Re: [MOD 0.14] Water Fix
Probably not. There's a trade-off, being able to blend with any type of land tile means sacrificing the tufty grass edging effect so it doesn't look quite as good as the original.
- Wed Dec 21, 2016 2:43 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
Probably, but I won't be doing that as part of this mod.
The biome placement is based on the existing temperature and humidity noise layers so it should be a case of adding the same settings to the resource. I image that it would make resource availability very erratic though.
The biome placement is based on the existing temperature and humidity noise layers so it should be a case of adding the same settings to the resource. I image that it would make resource availability very erratic though.
- Wed Dec 21, 2016 1:10 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
[MOD 0.14] Alien Biomes
Title: Alien Biomes Short Description: A collection of additional biomes: Snow, Red Desert, Tundra, Savanna, Scarlet Grassland, Brown Cracked Earth, Frozen Desert, Blue Grasslands / Marsh, Purple Grassland, Golden Grassland... 29 in total. Includes new tree and doodad variants. Most new textures ar...
- Wed Dec 21, 2016 1:06 am
- Forum: Mods
- Topic: [MOD 0.15] Water Fix
- Replies: 3
- Views: 2808
[MOD 0.15] Water Fix
Title: Water Fix Short Description: Fixes the water graphics so that it can blend into any terrain type, including concrete, stone brick and modded biomes. Concrete and stone brick can also be placed right up to the edge of the water. Also fixes some of the weirdness related to placing landfill Nam...
- Tue Dec 20, 2016 11:55 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Very nice. I like this, thanks for posting.
- Tue Dec 20, 2016 8:26 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Version 0.1.12 has a graphical difference between a vehicle item signal and a vehicle type if signal for the core vehicle set. Using a Unit Scanner on a vehicle now returns the number of empty slots, so you can check if a hauler is getting full.
- Tue Dec 20, 2016 8:22 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 19258
Re: [MOD 0.14] AAI Vehicles: Hauler
Wow that's a lot of mods.