Re: [MOD 0.12.x] Landfill (2.1.5)
Posted: Tue Jul 21, 2015 9:26 pm
Now that is odd. I've done exactly this and have had no issues.TiTaN_3000 wrote:If you fill a lake with the Landfill mod place and remove concrete crashes the game.
Now that is odd. I've done exactly this and have had no issues.TiTaN_3000 wrote:If you fill a lake with the Landfill mod place and remove concrete crashes the game.
Possibly related to removing concrete/stone in the base game sometimes creating water/adjusting tiles when it shouldn't. That issue has been fixed for 0.12.1 and if it still crashes in 0.12.1 then please report it in the bug reports forumGotLag wrote:Removing concrete/stone very occasionally crashes the game, I haven't noticed any pattern to it.
You downloaded the 0.11 version instead of the 0.12 version.ronon101 wrote:When i try to load a save file or start a new map with this mod added i get this error
__Landfill__/control.lua:28: LuaGameScript doesn't contain key onload
what could cause this?
what a dumb mistake thanks for pointing it outRseding91 wrote:You downloaded the 0.11 version instead of the 0.12 version.ronon101 wrote:When i try to load a save file or start a new map with this mod added i get this error
__Landfill__/control.lua:28: LuaGameScript doesn't contain key onload
what could cause this?
There's a setting you can set to false in the mod configswaduk wrote:Is it possible you make the compression bomb is cutting / removing the land besides making small hole ?picI played in island map, and i want to cut away a portion of the land/creating an island.
Go into control.lua, change displaceDirt to false.waduk wrote:Is it possible you make the compression bomb is cutting / removing the land besides making small hole ?picI played in island map, and i want to cut away a portion of the land/creating an island.
Aaah, Thank you !vedrit wrote:There's a setting you can set to false in the mod configswaduk wrote:Is it possible you make the compression bomb is cutting / removing the land besides making small hole ?picI played in island map, and i want to cut away a portion of the land/creating an island.
Yes, thank you.MasterBuilder wrote: Go into control.lua, change displaceDirt to false.
Code: Select all
function throwDirt(x, y)
local dirtTiles = {}
local tileName
local dirtDisplaced = 0
local floor = math.floor
local distX,distY
--game.player.print(x..","..y)
if displaceDirt == true then
x = floor(x)
y = floor(y)
local location={}
for xx = x - 3, x + 3, 1 do
for yy = y - 3, y + 3, 1 do
distX = math.abs(x - xx)
distY = math.abs(y - yy)
if floor(math.sqrt((distX * distX) + (distY * distY))) >= 2 then
tileName=game.gettile(xx,yy).name
--here start
if (tileName=="water" or tileName=="deepwater") then
table.insert(dirtTiles, {name = "water", position = {xx, yy}})
else
table.insert(dirtTiles, {name = "grass", position = {xx, yy}})
end
--to here
dirtDisplaced = dirtDisplaced + 1
end
end
end
if dirtDisplaced ~= 0 then
game.settiles(dirtTiles)
end
end
end
I think the mods based on accumulator, if you place them at night/falling lights level, it won't get charged.Peter34 wrote:Without disabling any of the mods I'm using (because I had thought that perhaps that was the cause), the Bomb now works. It's very odd.
I think the most likely explanation, weird as it sounds, is that my power generation is minimalistic, due to me using a mod to "measure" the amout of charge in an Accumulator and then using that to control power generation (via pumps), so that the system gets as close as possible to just generating enough power to not decharge the Accu's, thus leaving no excess power to charge up the Bomb.
(Next time around, I'll probably try to use a non-Pump based approach to power generation control, see if that works better.)
That's literally the point of the throwDirt() function - it prevents you from doing what you're trying to do. It prevents people from making moats with the bombs.dyf123 wrote:I suggest that the throwDirt method changes to like that.The old code will make a puddle on anywhere. I want to clean up a small island in the lake. I don't want to make a puddle with dirt's side in the middle of water.Code: Select all
function throwDirt(x, y) local dirtTiles = {} local tileName local dirtDisplaced = 0 local floor = math.floor local distX,distY --game.player.print(x..","..y) if displaceDirt == true then x = floor(x) y = floor(y) local location={} for xx = x - 3, x + 3, 1 do for yy = y - 3, y + 3, 1 do distX = math.abs(x - xx) distY = math.abs(y - yy) if floor(math.sqrt((distX * distX) + (distY * distY))) >= 2 then tileName=game.gettile(xx,yy).name --here start if (tileName=="water" or tileName=="deepwater") then table.insert(dirtTiles, {name = "water", position = {xx, yy}}) else table.insert(dirtTiles, {name = "grass", position = {xx, yy}}) end --to here dirtDisplaced = dirtDisplaced + 1 end end end if dirtDisplaced ~= 0 then game.settiles(dirtTiles) end end end
Download the latest version off the front page.ljcomplex wrote:So I'm getting an error since updating to 0.12.7. Anytime I try to place landfill, big or small, I get this:
It didn't work for me either on the first try. Finally I uninstalled Factorio, deleted the Mod, reinstalled Factorio x64 0.12.7 and again put Landfill_2.1.6.zip in the mods folder. Maybe not all steps are necessary, but it worked for me.Rseding91 wrote:Download the latest version off the front page.
Come on, you fill in an oasis (in the desert) and wonder why you get grass? There was a reason for the oasis, e.g. groundwater, and it still persist, hence the grass. I find it quite fitting.Avous wrote:I'm going to request something and its fairly big, would there be a way to detect which ground texture is being used around the water source that you are filling, then set it to a variable and use that to change the texture? I play in a desert and it's pretty weird having grass in the middle of it for no reason.