Search found 182 matches
- Tue Apr 30, 2024 5:48 am
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 379
Re: How to interpret "probability" property expression?
What is your use case? I want to mirror resources onto another surface. For patches like crude oil, the excat position is not that important but the probability should stay the same. According to prototype stage, crude oil should have a probability of 1/48, which is the blue dots, but after applyin...
- Mon Apr 29, 2024 9:26 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 379
Re: How to interpret "probability" property expression?
Another thing I just found: when moving after executing the command and executing it again, completely new probability values show up! Apparently the random numbers are influenced by the given position array, which changes the result for one specific position. This is indeed true when a noise expre...
- Mon Apr 29, 2024 2:38 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 379
Re: How to interpret "probability" property expression?
I would have tried to look at the map for other spot with positive probabilities, and see if there was always 1 pumpjack attached, are some of them moved away ? or removed ? when colliding. I don't know if there are spots outside of whole oil patches with positive probability, but then richness wou...
- Mon Apr 29, 2024 9:43 am
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 379
Re: How to interpret "probability" property expression?
I wanted to test an hypothesis, because i think i read something one time but couldn't find source that there are special rules for crude oil placement to make sure it is always possible to place a pumpjack and/or a pipe connected to it, in the vanilla generation. Thats a good point. I just tried g...
- Tue Apr 23, 2024 10:18 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 379
How to interpret "probability" property expression?
I try to replicate crude oil placement. But I don't really know how the probability expression works. The following code prints probability (white) and richness (yellow) values on each position: local calcresult = surface.calculate_tile_properties({"entity:crude-oil:probability", "ent...
- Sun Apr 21, 2024 8:03 pm
- Forum: Modding interface requests
- Topic: Disable heat icon when hovering heat pipe or interface
- Replies: 0
- Views: 114
Disable heat icon when hovering heat pipe or interface
When hovering a heat pipe or heat interface, it shows the heat icon. I request this to be hideable, similar to Fluidbox::hide_connection_info
- Sun Apr 21, 2024 12:07 pm
- Forum: Modding help
- Topic: Using on_research_finished to spawn a cargo wagon on a train
- Replies: 6
- Views: 318
Re: Using on_research_finished to spawn a cargo wagon on a train
You have to spawn the wagon and then use https://lua-api.factorio.com/latest/classes/LuaEntity.html#connect_rolling_stock. But I don't know if creating wagons on the right spots on rails is doable. I'm just not sure if this approach would stop the game from responding to other on_research_finished e...
- Sat Mar 30, 2024 8:17 am
- Forum: Technical Help
- Topic: [1.1.103] Error updating to 1.1.104
- Replies: 8
- Views: 835
Re: [1.1.103] Error updating to 1.1.104
This error now occured every time I wanted to update Factorio (currently 1.1.106). Had to download each vesion manually. I'm using ZIP version.
Every time, it was another file containing unexpected contents.
Every time, it was another file containing unexpected contents.
- Sat Mar 30, 2024 8:03 am
- Forum: Combinator Creations
- Topic: Liquid level regulator
- Replies: 9
- Views: 727
Re: Liquid level regulator
This type of circuit you created is called "Schmitt trigger".
- Thu Mar 28, 2024 1:54 pm
- Forum: Modding discussion
- Topic: How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
- Replies: 0
- Views: 147
How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
What is the difference between LuaEntityPrototype::max_energy_usage and LuaEntityPrototype::energy_usage for "normal" consumer entities? They return the same value, which is the maximum power consumption (in W) - drain and divided by 60 (result is Joules per tick). When calling LuaEntity::...
- Tue Feb 06, 2024 9:15 am
- Forum: Modding interface requests
- Topic: Allow event for a cliff being destroyed
- Replies: 2
- Views: 793
Re: Allow event for a cliff being destroyed
What you also could do is to add a script trigger event to the capsule: table.insert(data.raw.projectile["cliff-explosives"].action[1].action_delivery.target_effects, { type = "script", effect_id = "cliff-explosives" }) And then use the event: script.on_event(defines.ev...
- Sat Feb 03, 2024 7:14 am
- Forum: Technical Help
- Topic: [1.1.103] Error updating to 1.1.104
- Replies: 8
- Views: 835
Re: [1.1.103] Error updating to 1.1.104
I have a similar error (I downloaded 103 as ZIP):
Checking update packages failed: File D:/Spiele/Factorio Vanilla/data/../doc-html/builtin-types.html has unexpected content
Can't attach the file as it says invalid file extension.
Checking update packages failed: File D:/Spiele/Factorio Vanilla/data/../doc-html/builtin-types.html has unexpected content
Can't attach the file as it says invalid file extension.
- Fri Jan 26, 2024 9:10 am
- Forum: Multiplayer
- Topic: Learn-a-Language Special (Ft. Factorio) [GER]
- Replies: 8
- Views: 684
Re: Learn-a-Language Special (Ft. Factorio) [GER]
It's also probably a good idea to set a concrete goal/expectation so we know what we're looking at going in. Something like 'We'd play for four hours a week, for 8 weeks', but that's probably easier to organize over a call. I wouldn't go for such a time-related goal, maybe even not for a game-relat...
- Wed Jan 24, 2024 7:08 pm
- Forum: Multiplayer
- Topic: Learn-a-Language Special (Ft. Factorio) [GER]
- Replies: 8
- Views: 684
Re: Learn-a-Language Special (Ft. Factorio) [GER]
This is a great idea and I would offer myself, but you have to consider timezones. Australia is 8-10 hours later than germany, so when I'm home from work you'll be asleep already, if you don't want to play your whole night :shock: Weekend are the only possible days when playing in your afternoon and...
- Fri Jan 19, 2024 11:20 am
- Forum: Modding help
- Topic: create surface with specific pollution settings
- Replies: 1
- Views: 194
create surface with specific pollution settings
When I create a new surface using pollution settings, they are not applied. I want to have a diffusion by 0, but whatever I change in these values the spreading is the same. local surface_map_settings = { pollution={ enabled = true, diffusion_ratio = 0, min_to_diffuse = 15, ageing = 0.1, expected_ma...
- Tue Jan 16, 2024 8:40 pm
- Forum: Mods
- Topic: [1.1] Subsurface
- Replies: 0
- Views: 235
[1.1] Subsurface
This aims to be a complete rewrite of the old mod (https://forums.factorio.com/viewtopic.php?t=19178 by StanFear) to the new versions of Factorio. Mod portal link: https://mods.factorio.com/mod/Subsurface It is in a working state containing player, item and fluid elevators as well as power and circu...
- Mon Jan 08, 2024 8:21 am
- Forum: Questions, reviews and ratings
- Topic: Ingredient tree mod?
- Replies: 3
- Views: 437
Ingredient tree mod?
Hello, is there a mod which lets me see all ingredient for a specific item and amount that goes as deep as I want? For example: I want to know which and how much items I need for 100 green science packs. That would be 100 belts and 100 inserters. My factory already produces belts, so I dont want to ...
- Sun Dec 31, 2023 11:00 am
- Forum: Resolved Requests
- Topic: [1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
- Replies: 3
- Views: 548
[1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
The event on_pre_ghost_deconstructed (and maybe on_pre_ghost_upgraded too) also fires if you deconstruct an item request proxy. That causes errors like: Error while running event **::on_pre_ghost_deconstructed (ID 96) Entity is not ghost. which is nothing you expect on events that are for ghosts. If...
- Sun Dec 31, 2023 10:53 am
- Forum: Mods
- Topic: [Mod] Get your circuit wires back
- Replies: 5
- Views: 1597
Re: [Mod] Get your circuit wires back
I think so, I already prepared some stuff.FuryoftheStars wrote: ↑Wed Nov 29, 2023 11:45 pmYeah, I like this mod. I hope it's still possible to do after 2.0.
- Mon Oct 23, 2023 9:11 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.89+] disconnect_neighbour on power switches
- Replies: 1
- Views: 925
[1.1.89+] disconnect_neighbour on power switches
In 1.1.89, LuaEntity::copper_connection_definitions (support for distinguishing between left and right side of a power switch) was added but I don't know if it relates here: Using disconnect_neighbour on an electric pole which is connected to the right side of a power switch does not work (WireConne...