Fixed to latest version and work pretty well.
Have i to reupload it on Mod Portal or someone moderator overwrite file on existing mod?
Search found 39 matches
- Thu Apr 21, 2022 7:28 am
- Forum: Modding help
- Topic: Heavy forest maps are 'killing' enemy camps [mod-fix]
- Replies: 5
- Views: 1465
- Wed Apr 20, 2022 12:39 pm
- Forum: Modding help
- Topic: Where is stored tree colision box?
- Replies: 5
- Views: 1115
Re: Where is stored tree colision box?
Your right, there was conflict with other mod causing it.
This mod work with second way. change tiny box collision to default.
My bad, Thanks for help![Wink ;)](./images/smilies/icon_e_wink.gif)
This mod work with second way. change tiny box collision to default.
My bad, Thanks for help
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Wed Apr 20, 2022 10:38 am
- Forum: Modding help
- Topic: Where is stored tree colision box?
- Replies: 5
- Views: 1115
Re: Where is stored tree colision box?
Thanks ;) Edit. Another question, there is other mod changing tree collision box to tinny but which value cause it? It cant be {-0.4, -0.4}, {0.4, 0.4} because its default factorio value. After apply this mod tree collision box becomes around {-0.05, -0.05}, {0.05, 0.05} like in previous mod But whe...
- Wed Apr 20, 2022 10:22 am
- Forum: Modding help
- Topic: Where is stored tree colision box?
- Replies: 5
- Views: 1115
Where is stored tree colision box?
In which file is stored tree collision box?
Have modified string but don't understand from it where is source
Have modified string but don't understand from it where is source
Code: Select all
for _,tree in pairs(data.raw["tree"]) do
tree.collision_box = {{-0.05, -0.05}, {0.05, 0.05}}
end
- Tue Apr 19, 2022 3:29 pm
- Forum: Modding help
- Topic: Heavy forest maps are 'killing' enemy camps [mod-fix]
- Replies: 5
- Views: 1465
Re: Heavy forest maps are 'killing' enemy camps [mod-fix]
Awesome!
I dont know how i missed it.
i'll update it
I dont know how i missed it.
i'll update it
- Tue Apr 19, 2022 11:04 am
- Forum: Modding help
- Topic: Heavy forest maps are 'killing' enemy camps [mod-fix]
- Replies: 5
- Views: 1465
Heavy forest maps are 'killing' enemy camps [mod-fix]
Hi all Whole problem is described below. I Wanna create fix mod to solve this issue. Need help to loc where is stored this which i'm looking for. If someone have any idea... I listen. :idea: https://forums.factorio.com/viewtopic.php?f=23&t=102160 Noticed problem on heavy forest maps (133% forest...
- Tue Apr 19, 2022 9:38 am
- Forum: Not a bug
- Topic: [1.1.57] Heavy forest maps are 'killing' enemy camps
- Replies: 5
- Views: 1773
Re: [1.1.57] Heavy forest maps are 'killing' enemy camps
If its fine, please tell me then i where i can change priority for it. I will create mod.
Please also move this topic to mod section
Please also move this topic to mod section
- Mon Apr 18, 2022 1:20 pm
- Forum: Modding help
- Topic: Help with recipe
- Replies: 2
- Views: 643
- Mon Apr 18, 2022 11:20 am
- Forum: Modding help
- Topic: Help with recipe
- Replies: 2
- Views: 643
Help with recipe
Trying change recipe for rails Found source in prototypes/recipe.lua Changed it to mod and its how look final, but game telling me code is invalid. Could somebody correct it? data:extend( { { type = "recipe", name = "rail", enabled = false, ingredients = { {"stone", 2},...
- Mon Apr 18, 2022 2:57 am
- Forum: Not a bug
- Topic: [1.1.57] Heavy forest maps are 'killing' enemy camps
- Replies: 5
- Views: 1773
[1.1.57] Heavy forest maps are 'killing' enemy camps
Noticed problem on heavy forest maps (133% forest) On preview before start theres a lot enemies bases. But in game 90% of them disappeared Bases are a lot smaller and into them wasnt bugs, only few worms. Its look like forest have higher priority than enemies and dont allow them correctly create cam...
- Sat Apr 16, 2022 4:10 pm
- Forum: Gameplay Help
- Topic: EVOLUTION: destroy factor and polution factor
- Replies: 2
- Views: 1021
- Sat Apr 16, 2022 3:41 pm
- Forum: Gameplay Help
- Topic: EVOLUTION: destroy factor and polution factor
- Replies: 2
- Views: 1021
EVOLUTION: destroy factor and polution factor
I have question about these two options * Destroy factor * what's scale of affect? Killing bugs cause evolution in every camp, OR only in camp from where they come, OR just only for selected houses where they born? * Polution factor * Its mean evolution progres only in camps touched by polutions OR ...
- Mon Apr 04, 2022 9:30 pm
- Forum: Modding help
- Topic: MOD Burner Filter Inserter -- Refuel from belt issue
- Replies: 2
- Views: 949
MOD Burner Filter Inserter -- Refuel from belt issue
Author of this mod dont know how to fix problem with refuel burner filter inserter from belt. This mod is very useful in early stage of the game Could somebody help fix it? More details: https://mods.factorio.com/mod/Burner-Filter-Inserter/discussion/5e844069b2b7e4000c7cd41b Hello Great mod but the ...
- Mon Apr 04, 2022 8:19 pm
- Forum: Ideas and Requests For Mods
- Topic: Train Stop can split railway for sectors
- Replies: 0
- Views: 648
Train Stop can split railway for sectors
Hello I have simple idea for improving gameplay in rail chapter. Noticed popular is spawning rail signal short behind train stop. But when rails are verticaly, whole rail signal is hidden behind train stop. Its a bit uncomfortable, but this made me think why not built in splitter into train stop. Tr...
- Tue Mar 15, 2022 8:42 pm
- Forum: Outdated/Not implemented
- Topic: Train Stop also can split railway for sectors
- Replies: 1
- Views: 1034
Train Stop also can split railway for sectors
I think Train Stops also should split railways for blocks, because is popular using rail signal short behind. it's should be as an option when we open train stop menu. Noticed also uncomfortable thing. When rails are verticaly, whole rail signal is hidden behind train stop https://snipboard.io/i6LU3...
- Thu Mar 10, 2022 12:30 am
- Forum: Ideas and Suggestions
- Topic: Tank with water cannon
- Replies: 4
- Views: 985
Tank with water cannon
In whole game not exist equipment to extinguish burning forest.
To not complicate this idea, just tank could be used as water cannon.
It could be also use as no damage weapon to push back biters.
To not complicate this idea, just tank could be used as water cannon.
It could be also use as no damage weapon to push back biters.
- Wed Mar 09, 2022 11:43 am
- Forum: Gameplay Help
- Topic: % of ores using
- Replies: 5
- Views: 1485
Re: % of ores using
Its help a lot
Thanks guys![Smile :)](./images/smilies/icon_e_smile.gif)
Thanks guys
![Smile :)](./images/smilies/icon_e_smile.gif)
- Wed Mar 09, 2022 10:15 am
- Forum: Gameplay Help
- Topic: % of ores using
- Replies: 5
- Views: 1485
Re: % of ores using
Thanks for reply.
I dont played it long time and wanna play coop with 4 friends in challenge mode.
We not wanna too big ores, but also dont creating them too small.
Can I calculate somewhere how many time need drilling machine to empty ore?
That would help to estimate ores richnes what we need
I dont played it long time and wanna play coop with 4 friends in challenge mode.
We not wanna too big ores, but also dont creating them too small.
Can I calculate somewhere how many time need drilling machine to empty ore?
That would help to estimate ores richnes what we need
- Wed Mar 09, 2022 12:56 am
- Forum: Gameplay Help
- Topic: % of ores using
- Replies: 5
- Views: 1485
% of ores using
Hello I would like to know, which ores we need most and less in beggining , middle and at the end of the game. All in percentage usage, something like this: *Beggining game* -Iron 20% -Copper 40% -Stone 10% -Coal 70% -Uranium 0% -Crude 30% *Middle game* -Iron 80% -Copper 60% -Stone 20% -Coal 0% -Ura...