Search found 2902 matches
- 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.
- 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
- 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...
- 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-...
- 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"?
- 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.
It will be nice to have sticker with text. As option, glue this sticker to the player.
- Tue Nov 13, 2018 8:08 am
- Forum: Gameplay Help
- Topic: Assembling Machine time (speed)
- Replies: 1
- Views: 6024
Re: Assembling Machine time (speed)
Assembling machine 1 has crafting speed 0.5: https://wiki.factorio.com/Assembling_machine_1
AM2 has 0.75: https://wiki.factorio.com/Assembling_machine_2
AM3 has 1.25 https://wiki.factorio.com/Assembling_machine_3
AM2 has 0.75: https://wiki.factorio.com/Assembling_machine_2
AM3 has 1.25 https://wiki.factorio.com/Assembling_machine_3
- Mon Nov 12, 2018 11:26 am
- Forum: Modding help
- Topic: How to place cliffs
- Replies: 9
- Views: 2665
- 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...
- 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?
- 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
My bad, here must be technology research, but I forgot to make it.
- 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...
- 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:
but it's does not work.
Code: Select all
tree.tile_width = 1
tree.tile_height = 1
- 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...
- 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...
- 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...
- 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,...
- 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.
- 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...
- 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...