Search found 202 matches

by Blu3wolf
Fri Jan 15, 2016 6:22 am
Forum: Implemented Suggestions
Topic: Ability to set Pollution on a per recipe basis
Replies: 6
Views: 15908

Ability to set Pollution on a per recipe basis

It would be useful to be able to set a default pollution for an assembly machine, which can be overridden by individual recipes. For instance, smelting copper from native copper with coal could be moderate pollution, but smelting copper from chalcocite could be heavy pollution. It would also be usef...
by Blu3wolf
Wed Jan 13, 2016 12:33 pm
Forum: Modding help
Topic: Draw buildings under cars and players
Replies: 14
Views: 25296

Re: Draw buildings under cars and players

Klonan, when you make the decorative entity the one placed which then spawns the real invisible entity, what effect would this have on using the pressure plates with blueprints? Does the blueprint register the decorative entity and place a ghost of that, or does it register the invisible entity and...
by Blu3wolf
Wed Jan 13, 2016 7:18 am
Forum: Modding help
Topic: Draw buildings under cars and players
Replies: 14
Views: 25296

Re: Draw buildings under cars and players

Another, fairly hacky solution is creating a decorative entity with the image, and make the combinator have a clear sprite. Then spawn the decoration and destroy it depending on when your pressure plate is placed/broken (in the control.lua). Although this has the side affect that when you try to pl...
by Blu3wolf
Wed Jan 13, 2016 3:54 am
Forum: Modding help
Topic: Draw buildings under cars and players
Replies: 14
Views: 25296

Re: Draw buildings under cars and players

I think the way treefarm does it is by making the entire graphic only in one corner of the .png file, and using a shift parameter to offset the graphic such that the field on the graphic covers the field entity.
by Blu3wolf
Wed Jan 13, 2016 2:19 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332874

Re: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

So I goofed writing the info.json file for the files in the above post. Oops. These should work better.
by Blu3wolf
Wed Jan 13, 2016 2:05 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 95614

Treefarm Download

Type: Mod Name: Treefarm Description: This mod lets you cultivate trees and/or other plants License: GPLv3 Version: 0.5.0 Release: 2016-07-03 Tested-With-Factorio-Version: 0.13.3 Category: Gameplay Tags: Treefarm, Author: drs9999, Blu3wolf, Treefarm Team Download-Url: https://github.com/Blu3wolf/Tre...
by Blu3wolf
Wed Jan 13, 2016 1:15 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332874

Re: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)

Well, you can, and a WTFPL does just that. This is a lot more vague than even a WTFPL though, so it wouldnt hurt to improve it. saying you can do whatever you want with the mod, whenever and wherever, is the opposite of a lack of license (i.e., ARR). In any event its good enough for me. Under the te...
by Blu3wolf
Wed Jan 13, 2016 1:04 am
Forum: Modding help
Topic: Error in AssignID
Replies: 12
Views: 12788

Re: Error in AssignID

Error in AssignID, item with name 'diamond-ore' does not exist

That is the entire error message I am getting.
by Blu3wolf
Tue Jan 12, 2016 1:55 pm
Forum: Modding help
Topic: Error in AssignID
Replies: 12
Views: 12788

Error in AssignID

So Ive deliberately caused one of these errors, by setting a specific item (diamond-ore) to nil, essentially deleting it. Something is evidently referencing this item, otherwise I would not be getting the error. I cant find what is referencing it though, and Ive been at it for a few hours. Is there ...
by Blu3wolf
Tue Jan 12, 2016 12:43 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332874

Re: [MOD 0.12.x] Treefarm REDUX

The attribution portion of the license mentions the requirements for making changes, because most CC licenses allow you to modify the work (in fact, so does this one) and also to distribute that modified work (this one does not). While a lawyer may be able to bend the law in court, moreso depending ...
by Blu3wolf
Mon Jan 11, 2016 6:19 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332874

Re: [MOD 0.12.x] Treefarm REDUX

you can do it for your own install pretty easily. You would need to download the mod, then extract its files and copy those files to the mods folder (same place you would put the zip normally). Then you need to open control.lua with a text editor, and go through and replace the entries which start w...
by Blu3wolf
Mon Jan 11, 2016 5:07 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

Does anyone know from which mod the graphic for the froth floatation unit came originally?
by Blu3wolf
Tue Dec 01, 2015 8:29 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

damienreave, who released the mod, has not been on the forums since August. I am guessing that the mod has been abandoned. I made a working version for 0.12, but as the mod is a mashup of 4 mods, 3 of which explicitly do not allow derivative work, I will not be distributing it. It was not exactly wo...
by Blu3wolf
Wed Aug 26, 2015 7:26 am
Forum: Balancing
Topic: too fast "early stage", balancing for midgame
Replies: 17
Views: 22587

Re: too fast "early stage", balancing for midgame

I like the tech tree honestly. How many astronauts do you know who are familiar with every step of industrial production, and know how to build absolutely everything featured in factorio? Im guessing its a short list. Someone mentioned earlier that there is a mod which redoes science labs to be down...
by Blu3wolf
Tue Aug 11, 2015 1:23 am
Forum: Modding help
Topic: delete/disable prototype
Replies: 6
Views: 2985

Re: delete/disable prototype

Ive made use of the hidden setting for recipes, but I see that one doesnt work for technologies. I guess Ill have to leave them visible in the tech list and modify the costs/effects as suggested.

Cheers for the help!
by Blu3wolf
Mon Aug 10, 2015 7:14 am
Forum: Modding help
Topic: delete/disable prototype
Replies: 6
Views: 2985

delete/disable prototype

G'day all! Im curious as to how I would go about disabling a technology added in the base game. Similarly, a recipe, item, etc. Ive worked out that I can modify the existing ones, but there are some I want to disable entirely. Is this possible? I tried just setting them to nil but that started givin...
by Blu3wolf
Mon Aug 10, 2015 3:58 am
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

Re: NARMod License?

Well, I sent a PM asking permission. fingers crossed. Well I have had the permission I sought, to distribute anothers mod content in a modified format, denied by one mod author so far. Which is fair enough really, it is their prerogative. What this means is that for me to distribute a factorio v0.1...
by Blu3wolf
Sun Aug 09, 2015 6:43 pm
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 49109

Re: Version 0.12.3

Anyways, I hope the game will be available on (BOTH) the website itself and on steam. Reason being is, there are people out there like myself that have lost Internet for several weeks do to the ISP technical difficulties, or someone backing out of the driveway and the internet cable gets caught on ...
by Blu3wolf
Sun Aug 09, 2015 2:44 pm
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

Re: NARMod License?

Id prefer not to use this thread for bugfixes.

For that I would suggest adding a width value to the holes resource. Compare the resource with vanilla resources in the base mod and see what is different.
by Blu3wolf
Sun Aug 09, 2015 2:25 pm
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

Re: NARMod License?

Interesting. I didnt know F-mod added another player entity.

does the robot use the same animation as the player? If so, you could just copy the same section from the base mod in 0.12 I believe.

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