I prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps).
Search found 2392 matches
- Mon May 16, 2022 3:59 pm
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 8686
- Mon May 16, 2022 3:50 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 2441
- Views: 82997
Re: We support Ukraine
This thread is cancer.
- Mon May 16, 2022 3:49 pm
- Forum: Modding discussion
- Topic: How can I copy construction robots' animation onto logistic robots?
- Replies: 1
- Views: 59
Re: How can I copy construction robots' animation onto logistic robots?
Logistics bots don't have the "working" state. Those flying bot states are hardcoded and can't be added or altered by Lua mods.
- Mon May 16, 2022 3:42 pm
- Forum: Modding discussion
- Topic: How do I animate a texture?
- Replies: 35
- Views: 362
Re: How do I animate a texture?
Unfortunately this is not possible. "Working" animations on flying bots can be animated, but idle and in_motion cannot. See viewtopic.php?f=58&t=71940rainawareness wrote: ↑Sat May 14, 2022 5:10 pmWhat I want to do is give logistic bots an idle animation, as in no matter where they are facing.
- Mon Jan 03, 2022 4:12 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 99
- Views: 20424
Re: Industrial Revolution 2 discussion
In vanilla Factorio there are only four furnace recipes and it makes sense for those particular recipes to have productivity enabled. A modded scenario can have many, many more furnace recipes (as well as other new machines and processes which have to use the furnace prototype) and it may not make s...
- Fri Dec 24, 2021 6:57 pm
- Forum: Modding discussion
- Topic: Questions about mipmapped icons (@posila)
- Replies: 6
- Views: 983
Re: Questions about mipmapped icons (@posila)
I can't answer with posila's authority but these are observations / educated guesses. Sorry to dig an old thread, I have a additional questions. Is there a performance or loading time hit from defining or not making mipmaps? If there is it must be pretty minimal. Either the mipmaps are loaded from d...
- Thu Nov 18, 2021 9:00 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 99
- Views: 20424
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...
- Fri Oct 15, 2021 6:38 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 99
- Views: 20424
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...
- 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: 598
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++.
- Wed Sep 01, 2021 6:36 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 63
- Views: 7632
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.
Please let us keep the option to keep using a completely minimal style when we're searching for documentation.
- Fri Aug 13, 2021 6:41 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 99
- Views: 20424
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...
- 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: 354
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 ...
- 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: 250
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...
- Mon Aug 02, 2021 5:17 pm
- Forum: Mod portal Discussion
- Topic: Trending has been frozen for 6 weeks
- Replies: 2
- Views: 669
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...
- Mon Aug 02, 2021 5:12 pm
- Forum: Modding interface requests
- Topic: Target masks for active-defense-equipment, artillery turret and spidertron
- Replies: 4
- Views: 838
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.
- Sun Aug 01, 2021 3:59 pm
- Forum: Modding help
- Topic: Mapping entity orientation to direction
- Replies: 2
- Views: 358
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...
- Sun Aug 01, 2021 1:27 pm
- Forum: Modding help
- Topic: Mapping entity orientation to direction
- Replies: 2
- Views: 358
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...
- Sun Aug 01, 2021 1:19 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 221
- Views: 24401
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 ...
- Thu Jun 24, 2021 6:21 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 41909
Re: Friday Facts #366 - The only way to go fast, is to go well!
[Moderated by Koub : Off topic]
- Thu Jun 24, 2021 3:46 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 41909
Re: Friday Facts #366 - The only way to go fast, is to go well!
Oh, very tasteful.
[Moderated by Koub : Off topic]
[Moderated by Koub : Off topic]