Search found 202 matches
- 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...
- 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...
- 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...
- 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.
- 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.
- 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...
- 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...
- 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.
That is the entire error message I am getting.
- 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 ...
- 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 ...
- 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...
- 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?
- 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...
- 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...
- 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!
Cheers for the help!
- 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...
- 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...
- 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 ...
- 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.
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.
- 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.
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.