Search found 92 matches

by Illiander42
Sat Sep 05, 2020 11:04 pm
Forum: Modding help
Topic: Making a capsule put items on the ground?
Replies: 1
Views: 172

Making a capsule put items on the ground?

How do I make a capsule put an item on the ground where it lands?

I've tried create-entity with the item I want, and create-entity with an item-entity built as a pistol. Neither worked.

I feel I must be missing something obvious. Would someone put me out of my misery?
by Illiander42
Wed Sep 02, 2020 5:49 pm
Forum: Modding help
Topic: Change Z index for entities?
Replies: 3
Views: 366

Re: Change Z index for entities?

You could also look at how the Coverup mod does that for ore.

Assuming that's specifically what you're after.
by Illiander42
Wed Sep 02, 2020 5:35 pm
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] Landfill restriction
Replies: 12
Views: 1038

Re: [MOD REQUEST] Landfill restriction

I'd just like to say thank you to darkfrei for the answer on how to do this :)

Is there an easy way to find out what collision layers other major mods use for things? I don't want to cause conflicts.
by Illiander42
Sun Aug 16, 2020 5:57 am
Forum: Ideas and Requests For Mods
Topic: Rail SIGNAL Bridge mod?
Replies: 4
Views: 512

Re: Rail SIGNAL Bridge mod?

There might be useful bits in this mod: https://mods.factorio.com/mod/Realistic_Electric_Trains

It does things with signals and power poles.
by Illiander42
Sun Aug 16, 2020 5:54 am
Forum: Ideas and Requests For Mods
Topic: simplify oil/liquid pump mod - 2 ideas
Replies: 2
Views: 314

Re: simplify oil/liquid pump mod - 2 ideas

Have you looked at OmniFluid?
by Illiander42
Sun Aug 16, 2020 5:50 am
Forum: Ideas and Requests For Mods
Topic: Monuments mod Idea
Replies: 4
Views: 511

Re: Monuments mod Idea

Try this mod: https://mods.factorio.com/mod/Rocket-Silo-Construction

And if you get hold of the graphics (with appropriate licensing) for the monuments you want (Factorio entities are draw at a 45deg down angle, mostly) then it's pretty trivial to make the mod.
by Illiander42
Sun Aug 16, 2020 4:01 am
Forum: Ideas and Requests For Mods
Topic: Custom Cliffs?
Replies: 0
Views: 129

Custom Cliffs?

Has anyone done any work on doing custom cliff generation?
by Illiander42
Sun Aug 16, 2020 4:00 am
Forum: Ideas and Requests For Mods
Topic: Compilatrons Everywhere!
Replies: 1
Views: 256

Re: Compilatrons Everywhere!

For mining drones I had to clone the whole mod, because the places that needed changing were buried deeply in things with no exposed parts I could get to. There is probably a better way to do it than that. The places to care about (assuming that you just want a reskin, not the extra stuff I did to m...
by Illiander42
Thu Aug 06, 2020 7:26 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 699

Re: High rez sprites?

Enable latest beta from steam or download from the website, then make sure they are enabled from ingame options. I have high-rez sprites turned on in general, but I still get low-rez sprites for things like Angel's Chem Plant and Elecrolyser. How do I get high-rez sprites for those? Is there a mod ...
by Illiander42
Sun Jul 26, 2020 11:24 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 699

High rez sprites?

So there are those beautiful high-rez graphics in the stickys, but the in-game graphics are still horrid low-rez ones.

Any chance we can get the high-rez graphics somehow?
by Illiander42
Wed Jul 15, 2020 12:06 pm
Forum: General discussion
Topic: Which mod for better Biters?
Replies: 4
Views: 1109

Re: Which mod for better Biters?

Does swarmageddeon work with Rampant's new biter types?

Also seconding armoured biters.

---

I consider Schall Alien Mutation to be a lighter version of Rampant's new enemies. I wouldn't mix the two (Though I would probably still use Rampant for the AI improvements)
by Illiander42
Sun Jul 12, 2020 11:05 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 29624

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the new beacons, but I'm not a big fan of the multiples holes in the ground . It would be interesting to connect them to form a straight line. In most layouts, the beacons are aligned and stick together, so it would be really interesting to show how to use these beacons and make players want...
by Illiander42
Tue Jun 02, 2020 9:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3610
Views: 578780

Re: Bugs & FAQ

There is a combo issue with the science overhaul and Omnimatter - Electric Omnitractor research is needed to make red circuits, but has pre-req techs that need red circuits to research.
by Illiander42
Mon Jan 13, 2020 5:26 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 58
Views: 8237

Re: Separate signals to/from red and green wires

That's a neat trick.

I will have to remember it :)
by Illiander42
Mon Jan 13, 2020 1:57 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 58
Views: 8237

Re: Combinators EACH able to differentiate between red and green inputs

When working with things like LTN, where you have a large number of different signals on the same wire, sometimes you want to filter out a selection of signals. What I think would be a really simple (and powerful) way of doing this would be to have a way for arithmetic and decider combinators to sa...
by Illiander42
Sat Jan 11, 2020 11:24 pm
Forum: Questions, reviews and ratings
Topic: Add/remove items from vehicle equipment grids?
Replies: 1
Views: 339

Add/remove items from vehicle equipment grids?

My search skills have failed me. I'm looking for a way to automate replacing spent battery packs and schall gun pods in trains. From the API it looks like its possible, but I couldn't find any mod that gives you any way to automatically manipulate vehicle equipment grids. Does it exist, or will I ha...
by Illiander42
Mon Jan 06, 2020 11:40 am
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 542

Re: Modding a mod - reverting a change to vanilla name

But what if they've changed it in other Locales as well?

I'd really like a solution that doesn't need to to even think about what language people are using.
by Illiander42
Sun Jan 05, 2020 8:10 pm
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 542

Re: Modding a mod - reverting a change to vanilla name

That doesn't work. I guess the vanilla value has been completely overwritten, so maybe the data isn't there anymore?
by Illiander42
Sun Jan 05, 2020 6:36 am
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 542

Re: Modding a mod - reverting a change to vanilla name

Thanks, that's let me set it to a string I know.

Is there a way to get it to be the localised name of a vanilla item instead? I tried a few variations from looking at other mods and from the wiki page, but they all came up verbotem when I tried them with "storage-tank".

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