big tile patterns

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ownlyme
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big tile patterns

Post by ownlyme »

i'm trying to create a circuit surface, with a custom tile as floor but i just can't get the tiles placed in a tidy way.
doesn't matter if i place it by hand or by script:

Code: Select all

/c tiles={} x=game.player.position.x-4 y=game.player.position.y-4 for i=1,16 do for j=1,16 do table.insert(tiles,{name="mp-pcb-1",position={x+i,y+j}}) end end game.player.surface.set_tiles(tiles)
this is my tile prototype:

Code: Select all

{
    
        type = "tile",
        name = "mp-pcb-1",
        needs_correction = false, --true doesn't help either
        minable = {hardness = 0.2, mining_time = 0.5, result = "Arci-asphalt"},
        mined_sound = { filename = "__base__/sound/deconstruct-bricks.ogg" },
        collision_mask = {"ground-tile"},
        walking_speed_modifier = asphalt_walking_speed_modifier,
        layer = asphalt_base_layer,
        shift_layer_if_asphald_roads_is_present = false,
        decorative_removal_probability = 0.97,
        variants =
        {
            main =
            {
                {
                    picture = "__Microprocessor__/graphics/circuit-board.png",
                    count = 1,
                    size = 1
                },
				{
                    picture = "__Microprocessor__/graphics/circuit-board.png",
                    count = 1,
                    size = 2
                },
				{
                    picture = "__Microprocessor__/graphics/circuit-board.png",
                    count = 1,
                    size = 4
                },
				{
                    picture = "__Microprocessor__/graphics/circuit-board.png",
                    count = 1,
                    size = 8
                },
				--{
                --    picture = "__Microprocessor__/graphics/circuit-board.png",
                --    count = 1,
                --    size = 16
                --},
				--{
                --    picture = "__Microprocessor__/graphics/circuit-board.png",
                --    count = 1,
                --    size = 32
                --},
				--{
                --    picture = "__Microprocessor__/graphics/circuit-board.png",
                --    count = 1,
                --    size = 64
                --},
                --{
                --    picture = "__AsphaltRoads__/graphics/terrain/asphalt/asphalt2.png",
                --    count = 4,
                --    size = 2,
                --    probability = 0.3,
                --},
                --{
                --    picture = "__AsphaltRoads__/graphics/terrain/asphalt/asphalt4.png",
                --    count = 4,
                --    size = 4,
                --    probability = 0.8,
                --},
            },
            inner_corner =
            {
                picture = "__AsphaltRoads__/graphics/terrain/asphalt/asphalt-inner-corner.png",
                count = 8
            },
            outer_corner =
            {
                picture = "__AsphaltRoads__/graphics/terrain/asphalt/asphalt-outer-corner.png",
                count = 8
            },
            side =
            {
                picture = "__AsphaltRoads__/graphics/terrain/asphalt/asphalt-side.png",
                count = 8
            },
            u_transition =
            {
                picture = "__AsphaltRoads__/graphics/terrain/asphalt/asphalt-u.png",
                count = 8
            },
                o_transition =
            {
                picture = "__AsphaltRoads__/graphics/terrain/asphalt/asphalt-o.png",
                count = 1
            }
        },
        walking_sound =
        {
            {
                filename = "__base__/sound/walking/concrete-01.ogg",
                volume = 1.2
            },
            {
                filename = "__base__/sound/walking/concrete-02.ogg",
                volume = 1.2
            },
            {
                filename = "__base__/sound/walking/concrete-03.ogg",
                volume = 1.2
            },
            {
                filename = "__base__/sound/walking/concrete-04.ogg",
                volume = 1.2
            }
        },
        map_color = asphalt_colour,
        ageing=0,
        vehicle_friction_modifier = asphalt_vehicle_speed_modifier,
        transitions = tile_transitions.asphalt_transitions(),
        transitions_between_transitions = tile_transitions.asphalt_transitions_between_transitions()
    }
(i have the same graphic set for the sizes 1,2,4 and 8)
only using graphics for 1 and 8 doesn't yield better results either..
the outcome always looks like this:
(doesn't matter how big the area is that i'm filling)
tile2.png
tile2.png (799.54 KiB) Viewed 889 times
bonus question:
what map gen settings do i have to use for creating a new surface to only have my tile and no resources/other clutter?
mods.factorio.com/user/ownlyme
My requests: uiAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance

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darkfrei
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Re: big tile patterns

Post by darkfrei »

ownlyme wrote:
Sun Oct 14, 2018 6:29 pm
bonus question:
what map gen settings do i have to use for creating a new surface to only have my tile and no resources/other clutter?
See code of https://mods.factorio.com/mod/nicefill , it makes exactly same, but with standard tiles.

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