Search found 2362 matches

by Deadlock989
Sun Apr 18, 2021 1:01 am
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 173

Re: Questions About Removal

Would hiding but not removing the item group make a confliction with other mods? As i understood it if the recipe don't have anywhere to belong under certain item group it will be automatically under "the unsorted" item group,although i'm going to remove everything temporary to re-arrange...
by Deadlock989
Sun Apr 18, 2021 12:56 am
Forum: Modding help
Topic: capsule launcher turret
Replies: 1
Views: 59

Re: capsule launcher turret

Ammo turrets only launch ammo and capsules aren't ammo. There was a mod aside from Rampant once which created a corresponding ammo item for each capsule, including combat bot capsules, which fired an arc projectile that duplicated the effect of the corresponding capsules on ground hit. I looked into...
by Deadlock989
Sat Apr 17, 2021 8:33 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 58
Views: 5709

Re: Industrial Revolution 2 discussion

Yes, I am aware of it, I do not intend to publish it. Doing modifications to meet my personal preferences. Obviously that's completely fine. I'm highly unmotivated to start digging out archived versions of stuff I'm afraid. You may encounter some minor issues with incorporating the older assets. Yo...
by Deadlock989
Sat Apr 17, 2021 8:01 pm
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 173

Re: Questions About Removal

And how to remove those item groups? You can replace any prototype with nil to "remove" it. There are a small-ish collection of essential prototypes that the core game requires to exist, I don't have a reference list handy, but I'm 99.9% sure that any of the item groups are not among them...
by Deadlock989
Sat Apr 17, 2021 7:15 pm
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 173

Re: Questions About Removal

Hi First Question: I was trying to remove the automation technology from the vanilla, but doing so requires removing every subsequent technology. Is there a code that i can use to remove all of that in one command? No. You have to recursively search for prerequisites yourself. Second Question: I've...
by Deadlock989
Sat Apr 17, 2021 9:45 am
Forum: Mod portal Discussion
Topic: [Mod Portal] webm support
Replies: 11
Views: 603

Re: [Mod Portal] webm support

Try dialling that down by like 20%, sunshine. Markdown barely even supports image formatting. I mean, it doesn't even have text alignment. You may as well complain that a bicycle without wheels doesn't have a jetpack installed. I'd guess the chances of them turning on anything that remotely resemble...
by Deadlock989
Fri Apr 16, 2021 10:23 am
Forum: Mod portal Discussion
Topic: [Mod Portal] webm support
Replies: 11
Views: 603

Re: [Mod Portal] webm support

eradicator wrote:
Fri Apr 16, 2021 8:59 am
According to The Internet™ some markdown implementations allow injecting HTML tags directly, which is what I was referring to.
Can we have <a>, <img>, <ul> and <li> as well then?
by Deadlock989
Fri Apr 16, 2021 8:40 am
Forum: Mod portal Discussion
Topic: [Mod Portal] webm support
Replies: 11
Views: 603

Re: [Mod Portal] webm support

There is no such thing as a "<video> tag" in Markdown. Markdown has poor support for media elements, by design. It was, and always will be, a plain text markup language. You could deviate from the informal standard for Markdown and add one, but equally you could spend that time implementin...
by Deadlock989
Wed Apr 14, 2021 10:20 am
Forum: Modding help
Topic: Animated Lamp
Replies: 13
Views: 363

Re: Animated Lamp

I guess we all have mileage that varies. I'd never run Bottleneck, especially since 90% of what it does could have been replaced with native game engine features made available in 1.0.
by Deadlock989
Wed Apr 14, 2021 9:49 am
Forum: Modding help
Topic: Animated Lamp
Replies: 13
Views: 363

Re: Animated Lamp

I don't know how hard you people spam lamps, but if active=false is as cheap as it sounds, then I doubt you'd see a notable UPS impact even with several thousand "lamps". I was spamming them enough to make creating a lamp mod that has triple the illumination radius (and the attendant burd...
by Deadlock989
Wed Apr 14, 2021 9:15 am
Forum: Modding help
Topic: Animated Lamp
Replies: 13
Views: 363

Re: Animated Lamp

Unfortunately this is a have-cake-or-eat-it but not both situation (IMO). If you want the automatic electric on/off behaviour of electric lamps, it has to be a lamp - lamps are heavily optimised for the electric network which is why you can't have any other kind of energy source for them. But lamps ...
by Deadlock989
Wed Apr 14, 2021 8:34 am
Forum: Modding help
Topic: Animated Lamp
Replies: 13
Views: 363

Re: Animated Lamp

I've tried to use a workaround by making it assembling machine as type,but that didn't work because i still needed a way to void a recipe result and make it begins the animation as how it supposed to be for lamp regardless when the player choose the recipe and as for light i believe working_visuali...
by Deadlock989
Mon Apr 12, 2021 6:02 pm
Forum: Mod portal Discussion
Topic: Error 400: No file selected
Replies: 8
Views: 265

Re: Error 400: No file selected

You shouldn't need overnight with pinga. Main benefit over PNG Gauntlet is that it's fast. On extreme it did whole mod graphics in about minute and a half. Yeah, it's at least an order of magnitude faster. I guess PNG Gauntlet does that "trial" thing where it compares different methods an...
by Deadlock989
Mon Apr 12, 2021 5:37 pm
Forum: Mod portal Discussion
Topic: Error 400: No file selected
Replies: 8
Views: 265

Re: Error 400: No file selected

The maximum mod size is supposed to be 300 Mb so it's currently less than half of that and, likesay, it has been bigger in the past. The different error messages on different days isn't filling me with confidence that it's a problem at my end, either. I will try running it through pingo overnight bu...
by Deadlock989
Mon Apr 12, 2021 4:31 pm
Forum: Mod portal Discussion
Topic: Error 400: No file selected
Replies: 8
Views: 265

Re: Error 400: No file selected

Today it has reverted to Error: No file selected (code: 400).
by Deadlock989
Mon Apr 12, 2021 4:28 pm
Forum: Modding help
Topic: Limit Modded Module to specific entity
Replies: 5
Views: 156

Re: Limit Modded Module to specific entity

You can't. A module will go into any machine that allows the effects assigned to the module in the machine's module_specification . For assembling machines and furnaces you can use limitations and limitations_blacklist but those are based on recipes and so there is no way of preventing a specific mo...
by Deadlock989
Sun Apr 11, 2021 6:18 pm
Forum: Mod portal Discussion
Topic: Error 400: No file selected
Replies: 8
Views: 265

Re: Error 400: No file selected

I tried again this evening. Today the upload halts at roughly 80% of the progress bar, there is again a short pause, and then this: Error: Unknown error (JS1). (code: 500) If these are actually HTTP errors then 500 would be almost anything, but 400 (yesterday's error) might indicate that perhaps the...
by Deadlock989
Sun Apr 11, 2021 3:02 pm
Forum: Modding help
Topic: Scale in Lua VS Scale in Image Manipulation program
Replies: 7
Views: 244

Re: Scale in Lua VS Scale in Image Manipulation program

But isn't the result the same?let's say i've made an HR sprite sheet lab that is 1000 Width 1000 Hight and scaled it down with the same animations(which probably would be demanding for performance)to 500 Width and 500 Hight for low resolution ,wouldn't that be pointless as well?what i'm trying to s...
by Deadlock989
Sun Apr 11, 2021 9:46 am
Forum: Modding help
Topic: Scale in Lua VS Scale in Image Manipulation program
Replies: 7
Views: 244

Re: Scale in Lua VS Scale in Image Manipulation program

You've phrased this in a way which is hard to understand but based on a surface reading of what you've said the answer is no, there would be no benefit. There would be no point in specifying an hr_version with the same scale and dimensions as the regular version. Further, it would be a waste of your...
by Deadlock989
Sat Apr 10, 2021 11:18 am
Forum: Modding help
Topic: Adding lighting to an entity in 1.1.30+
Replies: 1
Views: 143

Re: Adding lighting to an entity in 1.1.30+

I don't know what you mean by "entity.dat", as far as I know there's no such thing in Factorio mods. In 1.0 and 1.1 Factorio got a lot more lighting options. Usually these are added to an entity in working visualisations because those give most control over when the animations/lights are d...

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