Search found 2386 matches

by Deadlock989
Thu Nov 18, 2021 9:00 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 90
Views: 13725

Re: Industrial Revolution 2 discussion

I am wondering what the role of the one-way flow valves for steam/water and the small steam collector tank is. The valves say they prevent backflow, but I don't know how/when that occurs. Does anyone know? Are they relevant when you want to pipe steam over a long stretch, or when having multiple bo...
by Deadlock989
Fri Oct 15, 2021 6:38 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 90
Views: 13725

Re: Industrial Revolution 2 discussion

Hello Deadlock! I'm busy putting together an Alt-F4 article about interesting modding hacks by various mod authors, and I remembered reading this interesting sentence some time ago on 92112 . Would you like to expand on it - like saying where it's used - so that I can add it to the article? The inv...
by Deadlock989
Sun Sep 12, 2021 11:00 am
Forum: Won't fix.
Topic: [1.1.39] on_cutscene_waypoint_reached index starts at 0
Replies: 3
Views: 284

Re: [1.1.39] on_cutscene_waypoint_reached index starts at 0

My preference would be to change the documentation rather than break all the mods which currently compensate for this, probably some artifact of passing stuff between Lua and C++.
by Deadlock989
Wed Sep 01, 2021 6:36 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 34
Views: 3520

Re: New API Docs website

This feels like a large step backwards. Bringing the bloated, laggy style of the mod portal to the API docs wasn't anywhere on my radar.

Please let us keep the option to keep using a completely minimal style when we're searching for documentation.
by Deadlock989
Fri Aug 13, 2021 6:41 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 90
Views: 13725

Re: Industrial Revolution 2 discussion

I have been playing the game a lot recently, but there is one thing that really bugs me out: When I process ores with ore washers, I have circuit systems to manage ratios and stuff. When I process for example Iron ore I will get both pure iron and pure chromium. But sometimes the chromium is backin...
by Deadlock989
Tue Aug 10, 2021 12:25 pm
Forum: Modding interface requests
Topic: Fade/scale over duration parameters for rendering.draw_sprite / draw_animation
Replies: 1
Views: 196

Fade/scale over duration parameters for rendering.draw_sprite / draw_animation

Explosions have these parameters: fade_in_duration :: uint8 (optional) fade_out_duration :: uint8 (optional) scale_end :: float (optional) scale_initial :: float (optional) But explosions can't be scaled independently in the x and y axes or rotated to arbitrary RealOrientations by script. Rendered ...
by Deadlock989
Tue Aug 10, 2021 10:35 am
Forum: Modding interface requests
Topic: Allow setting render layer or secondary draw order for transport belt endings
Replies: 0
Views: 134

Allow setting render layer or secondary draw order for transport belt endings

Currently transport belts are hardcoded to use render layer "transport-belt-endings" for just the end segments of belts, while start and middle segments all use "transport-belt" which is lower in the render order. I am guessing this is so that endings work around the usual top-to...
by Deadlock989
Mon Aug 02, 2021 5:17 pm
Forum: Mod portal Discussion
Topic: Trending has been frozen for 6 weeks
Replies: 2
Views: 388

Trending has been frozen for 6 weeks

The list on the mod portal's Trending page hasn't budged for at least 6 weeks. There are mods on the first page of results that haven't been updated for 7 months and don't have a particularly striking number of downloads. The order hasn't changed once since at least early June and probably before th...
by Deadlock989
Mon Aug 02, 2021 5:12 pm
Forum: Modding interface requests
Topic: Target masks for active-defense-equipment, artillery turret and spidertron
Replies: 3
Views: 565

Re: Target masks for active-defense-equipment, artillery turret and spidertron

+1 for ignore_target_mask at least on ADEs. It is currently impossible to get them to ignore entities that a turret entity equivalent ignores.
by Deadlock989
Sun Aug 01, 2021 3:59 pm
Forum: Modding help
Topic: Mapping entity orientation to direction
Replies: 2
Views: 146

Re: Small documentation improvement requests

So what is the formula in the source code for mapping orientation to direction? There is some info here: https://forums.factorio.com/viewtopic.php?f=23&t=30074 Thanks. From that I found a way of converting turret orientation to the frame number ("direction"), it's probably a stupid/ho...
by Deadlock989
Sun Aug 01, 2021 1:27 pm
Forum: Modding help
Topic: Mapping entity orientation to direction
Replies: 2
Views: 146

Mapping entity orientation to direction

Re: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.orientation I have long suspected that for entities with arbitrary animation directions (vehicles, turrets, radar) there is not a linear relationship between the RealOrientation of the entity and the animation frame. I have struggled f...
by Deadlock989
Sun Aug 01, 2021 1:19 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 143
Views: 13416

Re: Small documentation improvement requests

Re: https://wiki.factorio.com/Prototype/Turret 1. What are the units of attacking_speed, folding_speed etc.? They advance the animation state of the turret, that much is clear, but what's the relationship between animation frame and the float value? 2. What is folded_speed? It's the speed at which t...
by Deadlock989
Thu Jun 24, 2021 6:21 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 85
Views: 29013

Re: Friday Facts #366 - The only way to go fast, is to go well!

[Moderated by Koub : Off topic]
by Deadlock989
Thu Jun 24, 2021 3:46 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 85
Views: 29013

Re: Friday Facts #366 - The only way to go fast, is to go well!

Oh, very tasteful.


[Moderated by Koub : Off topic]
by Deadlock989
Thu Jun 24, 2021 7:28 am
Forum: Frequently Suggested / Link Collections
Topic: Female Character
Replies: 20
Views: 10698

Re: Female Character

Foralei wrote:
Mon Jun 21, 2021 12:43 pm
It's pretty clear that the current player character is a man
I think that says more about your assumptions than it does about the genitals and identity of a fictional video game protagonist that's barely a hundred pixels tall.
by Deadlock989
Thu Jun 24, 2021 7:12 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 90
Views: 13725

Re: Industrial Revolution 2 discussion

And I have an abundance of tin. What can I do with that. In descending order of personal preference: 1. Don't make as much tin. I'm not even joking. 2. If the problem is washing and your lead requirements, use smart (i.e. circuit-controlled) acid-washing to balance your tin/lead ratio to what you n...
by Deadlock989
Mon Jun 21, 2021 12:00 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 143
Views: 13416

Re: Small documentation improvement requests

Equipment.ability_icon ActivateEquipmentCapsuleAction.equipment How are these used and what are their limitations? The only thing that uses ability_icon in vanilla is the discharge defence equipment, and it corresponds with the icon used by the DD remote capsule, which points back to the equipment ...
by Deadlock989
Thu Jun 17, 2021 10:06 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 143
Views: 13416

Re: Small documentation improvement requests

LuaGameScript.get_filtered_item_prototypes links to "#ItemPrototypeFilters" on the Concepts page, but the anchor is incorrect, it should go to ItemPrototypeFilter (singular). Edited to add, same seems to be true for most or all of the *PrototypeFilter links on that page. -> Thanks for let...
by Deadlock989
Wed Jun 16, 2021 7:39 am
Forum: Modding help
Topic: Where do storage tanks get their alt-info icon position from?
Replies: 1
Views: 201

Re: Where do storage tanks get their alt-info icon position from?

For anyone digging this up, you can work around this in a couple of ways: Untitled2.jpg For 1x1 storage tanks that are "tall", i.e. the sprite is taller than the selection box, then scale_info_icons = false produces a reasonable result. For pipe-like 1x1 tanks that aren't taller than the s...
by Deadlock989
Sun Jun 13, 2021 11:59 am
Forum: Modding help
Topic: Where do storage tanks get their alt-info icon position from?
Replies: 1
Views: 201

Where do storage tanks get their alt-info icon position from?

Here we see a string of pipe entities with two kinds of 1x1 storage tank in the middle. The tanks have exactly the same selection box as the pipes. They have a different collision box but in both cases they're centred on the tile. But the alt-info icons for these small tanks are not drawn in the sam...

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