I want to bring back the old worm sound from 0.11 and earlier (the deep "grunt" rather than the newer vomit noises), but I cannot find it in the assets, nor do I know of a way to download 0.11 without breaking my installation.
Can this sound file be obtained?
Search found 582 matches
- Thu Oct 27, 2016 7:39 am
- Forum: Modding help
- Topic: Is there a way to get legacy assets?
- Replies: 3
- Views: 853
- Wed Oct 26, 2016 4:56 am
- Forum: Modding help
- Topic: Forcing chunk generation?
- Replies: 13
- Views: 5488
Re: Forcing chunk generation?
@Reika Your entites might not be triggering another chunk - I'm not really sure on that one. It can be already queued for generation anyway. Take a look into RSO in data-updates.lua. It disables base game ore generation using small trick - no need to worry about deleting original ores can only gene...
- Wed Oct 26, 2016 4:51 am
- Forum: Technical Help
- Topic: Deleting/pruning chunks from an existing save?
- Replies: 5
- Views: 5160
Deleting/pruning chunks from an existing save?
I need to regenerate the majority of my save's terrain due to mod changes and the like, and despite hours of searching I have not found a way to remove chunks from a save. I am not willing to wipe the save and start over. What I am looking for is a functionality similar to what MCEdit can do for Min...
- Sat Oct 22, 2016 9:01 pm
- Forum: Modding help
- Topic: Forcing chunk generation?
- Replies: 13
- Views: 5488
Re: Forcing chunk generation?
You can *access* any chunk you want - and it will exist. It might not have tiles/entities generated yet but it will exist and be valid to put entities on (assuming it's within the valid chunk distance from 0,0). Then why do I get this? You didn't read what I said. Yes I did. You said that it would ...
- Sat Oct 22, 2016 3:03 am
- Forum: Modding help
- Topic: Forcing chunk generation?
- Replies: 13
- Views: 5488
Re: Forcing chunk generation?
You can *access* any chunk you want - and it will exist. It might not have tiles/entities generated yet but it will exist and be valid to put entities on (assuming it's within the valid chunk distance from 0,0). Then why do I get this? You didn't read what I said. Yes I did. You said that it would ...
- Sat Oct 22, 2016 1:43 am
- Forum: Modding help
- Topic: Forcing chunk generation?
- Replies: 13
- Views: 5488
Re: Forcing chunk generation?
Then why do I get this?Rseding91 wrote:You can *access* any chunk you want - and it will exist. It might not have tiles/entities generated yet but it will exist and be valid to put entities on (assuming it's within the valid chunk distance from 0,0).
- Sat Oct 22, 2016 12:15 am
- Forum: Modding help
- Topic: Forcing chunk generation?
- Replies: 13
- Views: 5488
Re: Forcing chunk generation?
I already read all of that. I need a way to force a chunk to generate immediately, not make a request and not solve the issue.aubergine18 wrote:* Autoplace control
* LuaSurface.map_gen_settings
* LuaSurface.is_chunk_generated
* LuaSurface.request_to_generate_chunks
- Fri Oct 21, 2016 11:51 pm
- Forum: Modding help
- Topic: Forcing chunk generation?
- Replies: 13
- Views: 5488
Forcing chunk generation?
I am working on implementing a custom ore generation algorithm, but have run into an issue. The only way I know how to do ore gen (and replacing all existing oregen) is to watch the chunk_generated event and then clear the ores and place new ones manually. This works nearly perfectly, but there is o...
- Sat Mar 05, 2016 4:29 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 209012
Re: Friday Facts #128 - Back down to earth
I want to see the loader, as belts are almost worthless in the endgame compared to robots. Also, for those of us using mods, where there are significantly faster belt variants, even the best inserters normally cannot keep up, and I have never been a fan of simply making something bigger (by copying ...
- Wed Dec 09, 2015 10:20 pm
- Forum: Modding help
- Topic: Auto-resetting tech with "Research Complete" event?
- Replies: 2
- Views: 5082
Re: Auto-resetting tech with "Research Complete" event?
That worked. Thank you!
That said, it would be nice if the flag was set before the event was fired, since the tickhandler-style reset is a bit kludgy.
That said, it would be nice if the flag was set before the event was fired, since the tickhandler-style reset is a bit kludgy.
- Wed Dec 09, 2015 7:45 pm
- Forum: Mods
- Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
- Replies: 35
- Views: 27194
Re: [MOD 0.12.11+] {SSU} ScreenShot Utility
Although I cannot retain settings between sessions of playing, I sadly do not have a lot of time on my hands so I don't think I can update before the next week or so, still. I'll go as fast a possible. matjojo Is that not what the "global" dataspace is for? Alternatively, what could I edi...
- Wed Dec 09, 2015 7:36 pm
- Forum: Technical Help
- Topic: Sudden, persistent extremely low tickrate, biters involved
- Replies: 4
- Views: 10963
Re: Sudden, persistent extremely low tickrate, biters involved
Done.Rseding91 wrote:Can you post your save file so I can profile it and see what's taking so much tick time?
http://www.mediafire.com/download/wgwp5 ... z/mods.rar
http://www.mediafire.com/download/c6vin ... trains.zip
- Wed Dec 09, 2015 12:41 am
- Forum: Technical Help
- Topic: Sudden, persistent extremely low tickrate, biters involved
- Replies: 4
- Views: 10963
Sudden, persistent extremely low tickrate, biters involved
At a - seemingly random - point in my save, the tickrate started plummeting (i.e. went from 60 to 20 TPS in a matter of a few minutes) and has remained there permanently. It goes away temporarily if I clear all enemies, but gradually returns within 15 seconds. This to me indicates that biters are in...
- Tue Dec 08, 2015 8:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 104896
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Nixie Tubes are showing up as vehicles (at random orientations) on the map. Is this known (and unfixable)? That's how the tubes work, as images replacing the car texture. The angle of rotation determines which image is shown. So yes, this is known and unfixable, at least until some other useful met...
- Tue Dec 08, 2015 12:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 104896
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Nixie Tubes are showing up as vehicles (at random orientations) on the map. Is this known (and unfixable)?
- Sun Dec 06, 2015 7:39 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 41165
Re: [MOD 0.12.5+] Robotic Combinators
You could just use the PRINTSCREEN key and paste it into Paint... No, that gets me a big black rectangle. normally it would get its figures from the Robotics Network it is currently within, same as if you placed a LogiChest in that position. Considering that it pushes all the work onto the LUA inte...
- Sun Dec 06, 2015 3:23 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 41165
Re: [MOD 0.12.5+] Robotic Combinators
First note, your screenshots dont actually show anything. Because there appears to be literally no way to take a proper WYSIWYG screenshot with Factorio; as it is it took a mod to get what I posted, and the very design of that mod prevents me from showing the tooltips in the screenshot . The first ...
- Sat Dec 05, 2015 11:57 pm
- Forum: Modding help
- Topic: Auto-resetting tech with "Research Complete" event?
- Replies: 2
- Views: 5082
Auto-resetting tech with "Research Complete" event?
I tried to make an infinitely-researchable tech (not just registering thousands of individual techs, but one that resets itself upon completion for true infinity). I used the event system, particularly the "on research complete" event to accomplish this. However, even though the event fire...
- Sat Dec 05, 2015 11:53 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 41165
Re: [MOD 0.12.5+] Robotic Combinators
I have an issue where the robotic combinators seem to be reporting static (and wildly incorrect) values for the number of total robots in a network. I have a setup with requester chests and smart inserters feeding a roboport to keep the robot count >= 400 (so the inserter's conditions are "Tota...
- Sat Dec 05, 2015 11:51 pm
- Forum: Mods
- Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
- Replies: 35
- Views: 27194
Re: [MOD 0.12.11+] {SSU} ScreenShot Utility
Is there hotkey functionality? I am trying to take a picture of a tooltip, which is impossible if the image is only taken upon manually clicking your GUI. Also, do the "show GUI" and "show alt" options have to reset every time I take an image? I want them on permanently.