Search found 2902 matches

by darkfrei
Sat Nov 17, 2018 10:39 am
Forum: Ideas and Suggestions
Topic: [Request] Show/Hide connections of chemical plants in ALT-Mode
Replies: 3
Views: 1152

Re: [Request] Show/Hide connections of chemical plants in ALT-Mode

They are just assembling machines with another graphics, nothing else.
by darkfrei
Fri Nov 16, 2018 8:16 pm
Forum: Texture Packs
Topic: Quick belts, script
Replies: 1
Views: 2345

Re: Quick belts, script

Ouch, it doesn't work for version 0.17 and higher viewtopic.php?f=38&t=63491
by darkfrei
Fri Nov 16, 2018 1:38 pm
Forum: Modding interface requests
Topic: next_rotation for entities
Replies: 4
Views: 1250

Re: next_rotation for entities

I don't see the utility in this. If an entity has rotation support then it already works to rotate it and if it doesn't have rotation support it doesn't have rotation support on purpose. Now I can place left-side and right-side hazard concrete with the same item. I want actually the same, but for e...
by darkfrei
Thu Nov 15, 2018 9:41 pm
Forum: Texture Packs
Topic: Quick belts, script
Replies: 1
Views: 2345

Quick belts, script

There is a tool for quick creation of belts. Just set up your 32x32 pixels (only) and start the script 01-belt.bat Or you can download ImageMagick and just make the same by the script: magick source/*.png -duplicate 31 -roll +%%[fx:t]+0 -append +repage temp/01-spritesheet.png magick convert temp/01-...
by darkfrei
Wed Nov 14, 2018 10:40 am
Forum: Questions, reviews and ratings
Topic: expansion of the game from vanilla
Replies: 5
Views: 2226

Re: expansion of the game from vanilla

Something like "easy Bob"?
by darkfrei
Tue Nov 13, 2018 9:24 am
Forum: Implemented mod requests
Topic: optional attribute for flying-text to anchor it to another entity
Replies: 4
Views: 1579

Re: optional attribute for flying-text to anchor it to another entity

And direction / rotation of entity?

It will be nice to have sticker with text. As option, glue this sticker to the player.
by darkfrei
Mon Nov 12, 2018 11:26 am
Forum: Modding help
Topic: How to place cliffs
Replies: 9
Views: 2665

Re: How to place cliffs

Bilka wrote:
Mon Nov 12, 2018 11:10 am
surface.create_entity?
Yes, but placing the ring of cliffs is too complicated.
by darkfrei
Mon Nov 12, 2018 10:18 am
Forum: Resolved Problems and Bugs
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 9
Views: 4245

Re: Cannot place trees in the middle of tiles

Got it. Your expected behavior is that map generator will place entities that don't have "placeable-off-grid" aligned to grid same way as if it was built by player. The map generator places all entities (without "placeable-off-grid") less than 1x1 in the middle of tiles, all ent...
by darkfrei
Mon Nov 12, 2018 9:26 am
Forum: Modding help
Topic: How to place cliffs
Replies: 9
Views: 2665

How to place cliffs

How to place cliffs by the script?
by darkfrei
Mon Nov 12, 2018 5:28 am
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 14
Views: 5087

Re: belt act as electric pole mod request

eneng wrote:
Mon Nov 12, 2018 3:59 am
thanks for reply, i have test it,
but the spliter that you show in screenshot do not show up,
this is my :
Untitled.jpg
did it require some research to unlock? or dependency on other mod?
and thanks again for the hardwork
My bad, here must be technology research, but I forgot to make it.
by darkfrei
Sun Nov 11, 2018 10:03 pm
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 14
Views: 5087

Re: belt act as electric pole mod request

that was i looking for, i test it, but: -there only basic yellow belt, red and blue do not exist yet, -default belt create 1 you get 2, your mod create 1 you get 1, i like craft like the default( get 2) the mod is great, thanks again edit : i forgot, request for spliter and underground belt too, so...
by darkfrei
Sun Nov 11, 2018 5:49 pm
Forum: Resolved Problems and Bugs
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 9
Views: 4245

Re: Cannot place trees in the middle of tiles

In the wiki you can find also this method to change the size of entity:

Code: Select all

  tree.tile_width = 1
  tree.tile_height = 1
but it's does not work.
by darkfrei
Sun Nov 11, 2018 5:46 pm
Forum: Resolved Problems and Bugs
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 9
Views: 4245

Re: Cannot place trees in the middle of tiles

Split thread from: https://forums.factorio.com/63407 It's impossible to help you, because you didn't say what you're doing. Creating trees in middle of tiles just works: trees-on-middle-of-tile.png I want to get same result, but this code cannot help me: for i, tree in pairs (data.raw.tree) do tree...
by darkfrei
Sun Nov 11, 2018 5:36 pm
Forum: Modding interface requests
Topic: Rotate image, mirror image
Replies: 1
Views: 988

Rotate image, mirror image

Can you add the possibility to rotate and/or mirror images? For example it can be very helpful for animations of belts, now horizontal and vertical animations are two different files, but directions 0 (north) and 4 (south) are mirrored, also 2 (east) and 6 (west) come from another file, but also mir...
by darkfrei
Sun Nov 11, 2018 5:15 pm
Forum: Not a bug
Topic: y-shift by belt.animation cannot be defined
Replies: 1
Views: 456

y-shift by belt.animation cannot be defined

It's a little bit too complicate to explain this bug. Please try to understand me. :shock: Normally you can add all graphics into the one file name and just say where is the first pixel of this graphics. It works great for entities, but not for belts. As you can see, that data.raw["transport-be...
by darkfrei
Sun Nov 11, 2018 4:46 pm
Forum: Resolved Problems and Bugs
Topic: Map generator doesn't place trees in the middle of tiles
Replies: 9
Views: 4245

Map generator doesn't place trees in the middle of tiles

Thanks for the report. I've improved the error for 0.17. It's actually checking that: If you have shadows defined: shadow frame count must be == leaves frame count + 1 If you don't have shadows defined: trunk frame count must be == leaves frame count + 1 There is a lot of problems with trees: Also,...
by darkfrei
Sun Nov 11, 2018 2:44 pm
Forum: Resolved Problems and Bugs
Topic: Leaves and trunk have to have the same amount of levels
Replies: 2
Views: 1535

Re: Leaves and trunk have to have the same amount of levels

Also, now leaf_generation and branch_generation cannot be nil, there is another error.
by darkfrei
Sun Nov 11, 2018 2:39 pm
Forum: Resolved Problems and Bugs
Topic: Leaves and trunk have to have the same amount of levels
Replies: 2
Views: 1535

Leaves and trunk have to have the same amount of levels

How to reproduce: Change both frame_count to 1: for i, tree in pairs (data.raw.tree) do if tree.variations then tree.variations = {tree.variations[1]} tree.variations[1].trunk.hr_version = nil tree.variations[1].leaves.hr_version = nil tree.variations[1].trunk.frame_count = 1 -- here must be more th...
by darkfrei
Sat Nov 10, 2018 6:44 pm
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 14
Views: 5087

Re: belt act as electric pole mod request

that was i looking for, i test it, but: -there only basic yellow belt, red and blue do not exist yet, -default belt create 1 you get 2, your mod create 1 you get 1, i like craft like the default( get 2) the mod is great, thanks again edit : i forgot, request for spliter and underground belt too, so...

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