Search found 2903 matches

by darkfrei
Wed Nov 04, 2020 8:21 am
Forum: Ideas and Requests For Mods
Topic: (Joke) Bad Mod Ideas
Replies: 9
Views: 3186

Re: (Joke) Bad Mod Ideas

#1: A mod that adds 1 wood to every recipe in the game. Cannot test right now, but must work with all mods: for recipe_name, recipe in pairs (data.raw.recipe) do local handlers = recipe.normal and {recipe.normal, recipe.expensive} or {recipe} for _, handler in pairs (handlers) do if handler.ingredi...
by darkfrei
Tue Nov 03, 2020 8:04 am
Forum: Modding help
Topic: Fast-replace pipe with modded storage tank
Replies: 4
Views: 957

Re: Fast-replace pipe with modded storage tank

eradicator wrote: ↑
Thu Oct 29, 2020 3:35 pm
PFQNiet wrote: ↑
Thu Oct 29, 2020 1:23 pm
Is there something else needed to add the "pump can replace two pipes" behaviour to my entity?
No. Fast replace only works for same-size same-group entities.
Same for splitters and belts?
by darkfrei
Mon Nov 02, 2020 8:37 pm
Forum: Modding help
Topic: Changing pivot point of inserter arm?
Replies: 10
Views: 2201

Re: Changing pivot point of inserter arm?

Deadlock989 wrote: ↑
Mon Nov 02, 2020 8:04 pm
Failed attempt 2,834
Very nice pipe graphics!
by darkfrei
Sat Oct 31, 2020 7:34 pm
Forum: General discussion
Topic: don't you think spidertron is way too small
Replies: 3
Views: 1715

Re: don't you think spidertron is way too small

awalone wrote: ↑
Sat Oct 31, 2020 6:29 pm
i mean the door is hilariously tiny compared to the player he obv couldn't fit in
not even mentioning the toy-like rocket rack
https://mods.factorio.com/mod/minime
by darkfrei
Sat Oct 31, 2020 3:38 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 80646

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

DOSorDIE wrote: ↑
Fri Oct 30, 2020 11:40 am
Klonan wrote: ↑
Fri Oct 30, 2020 9:02 am
Its already done for 1.1 :)
Thanks a lot. Best Dev ever!
Really +1
by darkfrei
Sat Oct 31, 2020 10:34 am
Forum: Gameplay Help
Topic: Acid puddle size?
Replies: 3
Views: 1842

Re: Acid puddle size?

I stand corrected; I managed to get some data for mostly Big Spitters. It looks like it's a small-ish circle. I'll see if I can get something more complete. mostly-spitters.png You are need the defifnition of file: blood-puddle-var-main.png (hr-blood-puddle-var-main.png) from Factorio\data\base\gra...
by darkfrei
Wed Oct 28, 2020 8:15 am
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 2481

Re: surface.set_tiles() and ungenerated chunks?

The main default tile is "not-on-map", if I can right understand what you call "default tile".
by darkfrei
Wed Oct 28, 2020 8:10 am
Forum: Modding help
Topic: Entity unit_number
Replies: 5
Views: 1770

Re: Entity unit_number

You don't need the uid, but

You can make your own uid for entities such as

Code: Select all

local uid = generate_uid()
global.holders[uid] = {entity = entity, uid = uid}

Code: Select all

function generate_uid()
  local last_uid = global.last_uid or 0
  local new_uid = last_uid +1
  global.last_uid = new_uid
  return new_uid
end
by darkfrei
Tue Oct 27, 2020 8:08 am
Forum: Ideas and Suggestions
Topic: Pollution clouds /Smog
Replies: 6
Views: 2197

Re: Pollution clouds /Smog

There is no way to make smooth gradient in Lua Rendering.
by darkfrei
Mon Oct 26, 2020 5:42 pm
Forum: Modding discussion
Topic: Can I hire you to mod for me?
Replies: 1
Views: 1007

Re: Can I hire you to mod for me?

All of this is possible :) Can you write recipes in any format? For example I have parser to read such recipes: {{"iron-ore"},{"iron-plate"}}, {{"iron-ore", 2},{"iron-plate",2}}, {{"iron-ore", "copper-ore"},{"iron-plate",2, 0.5, &...
by darkfrei
Mon Oct 26, 2020 4:43 pm
Forum: Modding help
Topic: Rotatable labs?
Replies: 12
Views: 2286

Re: Rotatable labs?

Eh. How does on_built know that the blueprint was rotated? I don't like this solution. But there is no way to do it the right. You can get the direction of the entity, delete it and place the lab with the same direction. Maybe also some hidden entity that makes nothing, but that goes to the bluepri...
by darkfrei
Mon Oct 26, 2020 11:46 am
Forum: Modding help
Topic: Rotatable labs?
Replies: 12
Views: 2286

Re: Rotatable labs?

Hack: blueprintable must be placeholder with 4 orientations, on build replace with lab with same hardcoded orientation.
by darkfrei
Sun Oct 25, 2020 7:42 pm
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 18095

Re: Lube-Only-Production

Why not light oil to solid fuel?
by darkfrei
Fri Oct 23, 2020 1:17 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Speed/Prodictivty effecting burner tech
Replies: 10
Views: 2642

Re: [Request] Speed/Prodictivty effecting burner tech

I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons. The vanilla has values: data.raw.furnace["electric-furnace"].module_specification = {module_slots = 2, module_info_icon_shift = {0, 0.8}} data.raw.furnace["electric-furnace"].allowed...
by darkfrei
Fri Oct 23, 2020 10:47 am
Forum: Modding help
Topic: Restrict entity to a 2x2 grid
Replies: 8
Views: 1941

Re: Restrict entity to a 2x2 grid

PFQNiet wrote: ↑
Thu Oct 22, 2020 11:59 pm
I can confirm it does indeed snap to 2x2 grid, however it also has the hardcoded collision/selection boxes that cannot be changed, unfortunately.
Just on_place replace it with what you need.
by darkfrei
Thu Oct 22, 2020 10:03 am
Forum: Modding help
Topic: How to define a specific fuel type for furnaces.
Replies: 11
Views: 2842

Re: How to define a specific fuel type for furnaces.

Saniee wrote: ↑
Thu Oct 22, 2020 9:39 am
When I do this for a nuclear type furnace.
I've made this nuclear furnace, see https://mods.factorio.com/mod/NuclearFurnace

Nothing is hardcoded.

If your item has fuel type "nuclear", then it can be used in assemblers/furnaces/etc. with the same fuel type only.
by darkfrei
Sun Oct 11, 2020 11:13 pm
Forum: Gameplay Help
Topic: Can I grow grass where the biter bases used to be?
Replies: 11
Views: 3665

Re: Can I grow grass where the biter bases used to be?

maxp779 wrote: ↑
Sun Oct 11, 2020 8:27 pm
This all used to be biter land, its very desolate looking, can I turn it back into grass?

Image
You can disable decoratives:
by darkfrei
Sun Oct 11, 2020 11:07 pm
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 12113

Re: low quality graphics ..

pyanodon wrote: ↑
Sun Oct 11, 2020 11:02 pm
no hehehe. No way i will dedicate that hUGE amount of time to re-render and re-make every single building in all my mods. no....
Can you just resize old graphics? To 50% of the old resolution?
by darkfrei
Sun Oct 11, 2020 9:38 pm
Forum: Texture Packs
Topic: Need icons graphics
Replies: 4
Views: 4094

Re: Need icons graphics

aklesey1 wrote: ↑
Sun Oct 11, 2020 7:27 pm
I saw this images on wikipedia but i can't draw it correctly to 32 x 32

Often a picture is drawn with a white background behind it and you can't draw a transparent background
This picture has transparent background:
by darkfrei
Sun Oct 11, 2020 6:31 pm
Forum: Texture Packs
Topic: Need icons graphics
Replies: 4
Views: 4094

Re: Need icons graphics

This work has been released into the public domain by its author, Benjah-bmm27. This applies worldwide.
https://commons.wikimedia.org/wiki/File ... 3D-vdW.png

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