Search found 706 matches

by Earendel
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...
by Earendel
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?
by Earendel
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 ...
by Earendel
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...
by Earendel
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.
by Earendel
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...
by Earendel
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...
by Earendel
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.
by Earendel
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...
by Earendel
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...
by Earendel
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.
by Earendel
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...
by Earendel
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 ...
by Earendel
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.
by Earendel
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.
by Earendel
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...
by Earendel
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...
by Earendel
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.
by Earendel
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.
by Earendel
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.

Go to advanced search