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by Deadlock989
Sun Jan 05, 2020 6:19 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

--------------------------------------------------------------------------------------------------- Version: 1.0.12 Date: 05. 01. 2020 Fixes: - Fixed charged high capacity battery "burnt result". --------------------------------------------------------------------------------------------------- All ...
by Deadlock989
Sun Jan 05, 2020 2:43 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

--------------------------------------------------------------------------------------------------- Version: 1.0.11 Date: 05. 01. 2020 Fixes: - Explicitly set icon size for the very few prototypes still using 32x32 icons. - Create assembling machine fluid boxes and battery items from scratch, instea...
by Deadlock989
Sun Jan 05, 2020 1:13 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

The following icons rely on vanilla prototypes using icon_size = 32, so when the icon_size is changed by another mod they will break: data.raw["item-with-entity-data"]["electric-locomotive"].icon data.raw.locomotive["electric-locomotive"].icon data.raw.tree["deadlock-rubber-tree"].icon Basically th...
by Deadlock989
Sat Jan 04, 2020 10:26 pm
Forum: Modding help
Topic: Shifting hue of graphic from another mod
Replies: 5
Views: 200

Re: Shifting hue of graphic from another mod

It has been asked for before, more than once. The answer was a very roundabout "no", e.g.: https://forums.factorio.com/viewtopic.php?f=28&t=71190&p=434902&hilit=hue#p434902 There's no substitute for actually rendering the graphics you actually want. The steel texture in IR isn't just the copper text...
by Deadlock989
Sat Jan 04, 2020 10:16 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

Tooltips are amazing things ...
roboport.png
roboport.png (228.52 KiB) Viewed 513 times
generator.png
generator.png (274.29 KiB) Viewed 513 times
by Deadlock989
Sat Jan 04, 2020 10:06 pm
Forum: Minor issues
Topic: Multiple recipe for item
Replies: 8
Views: 379

Re: Multiple recipe for item

Dron-elektron wrote:
Sat Jan 04, 2020 9:37 pm
Yes, I know that, but this is a potential problem if something suddenly changes in the data reading algorithm. It’s just ideologically wrong...
If it doesn't have any effect whatsoever, how is it a "bug"?
by Deadlock989
Sat Jan 04, 2020 10:00 pm
Forum: Modding help
Topic: Shifting hue of graphic from another mod
Replies: 5
Views: 200

Re: Shifting hue of graphic from another mod

No, it isn't. You can use tint, which is multiplicative, but not a "hue shift" per se. That's it.
by Deadlock989
Sat Jan 04, 2020 2:15 pm
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 165

Re: Modding a mod - reverting a change to vanilla name

LocalisedString isn't the property name, it's the type of property. You want localised_name and/or localised_description . The value of that property should be a table reference to a mix of strings and locale entries, not just a plain string of the text you want displayed - because then it's not lo...
by Deadlock989
Fri Jan 03, 2020 8:09 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Radars with modules and more (better Big Brother mod)
Replies: 6
Views: 130

Re: [Request] Radars with modules and more (better Big Brother mod)

Is it possible to do this by having different tier radars, locomotives and electric poles? Yes. That's what Big Brother does for radar, quite adequately. There are several hidden "tiers" of radar and when you place a new one, the appropriate radar for your current research level is placed instead o...
by Deadlock989
Fri Jan 03, 2020 3:34 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Radars with modules and more (better Big Brother mod)
Replies: 6
Views: 130

Re: [Request] Radars with modules and more (better Big Brother mod)

Radars, trains and power poles can't accept modules. Only crafting machines, labs and miners can work with modules. Without a change to the game engine or horrible hacks, there is no way of doing what you propose.
by Deadlock989
Fri Jan 03, 2020 12:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

--------------------------------------------------------------------------------------------------- Version: 1.0.10 Date: 03. 01. 2020 Fixes: - Fixed an issue with robotowers built outside of a power grid. Robotowers and roboports both now have a "recharge minimum" of 50% of their buffer capacity. T...
by Deadlock989
Thu Jan 02, 2020 3:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

Randomised belt variants for sulphur.
sulphur.png
sulphur.png (138.06 KiB) Viewed 801 times
by Deadlock989
Thu Jan 02, 2020 3:18 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

In my quest to make IR and Space Exploration work together, would it be possible to tell me where to go to say "exclude this product from this recipe from the tech tree rebuild search"? The next version of IR will check for a property "IR_tech_rebuild_ignore" in both recipe and technology prototype...
by Deadlock989
Thu Jan 02, 2020 2:29 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

Garg1979 wrote:
Thu Jan 02, 2020 2:12 pm
the only solution i got so far is a modded storagetank with 450k capacity to deal with this problem , but how to solve it with the normal storage from this mod?
One pump, one tank, one wire.
Untitled.png
Untitled.png (2.79 MiB) Viewed 833 times
by Deadlock989
Thu Jan 02, 2020 1:57 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

Please don't. It's just extra work for me.
by Deadlock989
Thu Jan 02, 2020 1:26 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

Dae wrote:
Thu Jan 02, 2020 1:23 pm
only if i change setting of industrial revolution.
if i use "standard" setting, ion cannon work fine
*shrug*

Read the compatibility FAQ.
by Deadlock989
Thu Jan 02, 2020 12:59 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114071

Re: [MOD 0.17] Industrial Revolution

i have this error message if ion canon are enable (and all setting enable, just "bonus begin" disable) This is due to a flaw in the ion cannon mod. It makes a copy of the vanilla gun turret and assumes that the turret has certain properties that no other mod has changed. This assumption is wrong. C...
by Deadlock989
Mon Dec 30, 2019 8:30 pm
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 127
Views: 11550

Re: Friday Facts #327 - 2020 Vision

featherwinglove wrote:
Mon Dec 30, 2019 8:24 pm
Maybe I'll check back without being prompted. Maybe.
Please - don't bother.
by Deadlock989
Mon Dec 30, 2019 5:33 pm
Forum: Modding help
Topic: How to prevent connection of different pipes?
Replies: 8
Views: 220

Re: How to prevent connection of different pipes?

This mod do what I want but it's too complicated for me to use or even find in this mod how it's work. I just need a code example that prevent connection of two different pipes or something from Factorio API that could help cuz I can't find anything like that :/. You would have to check on every pl...
by Deadlock989
Mon Dec 30, 2019 12:19 pm
Forum: General discussion
Topic: There is something wrong with music
Replies: 22
Views: 1544

Re: There is something wrong with music

Cybervantyz wrote:
Fri Dec 13, 2019 10:05 pm
Soundtrack is just terrible. This music is NOT pleasant by any means. It makes me uncomfortable, like I'm listening soundtrack from Dead Space or something, it forces me to shut the fuck down this shit.
There is something wrong with your manners.

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