Search found 402 matches

by y.petremann
Sat Aug 15, 2020 1:03 pm
Forum: Resolved for the next release
Topic: [1.0.0] Spidertron can't use roboport if logistic while moving is disabled
Replies: 5
Views: 927

[1.0.0] Spidertron can't use roboport if logistic while moving is disabled

In the spidertron, if the Enable logistics while moving checkbox is disabled, the roboport in it can't be used when stationary (like the spidertron was always moving)
by y.petremann
Tue Jul 07, 2020 8:11 am
Forum: Pending
Topic: [0.18.35] Shift on sprites for guis are inconsistant
Replies: 1
Views: 204

[0.18.35] Shift on sprites for guis are inconsistant

For some reason I needed a tree_view and for that I recreated my own version of the tree_view_tileset To make it working, I've added each variation where the line in the center can't be cut and for all other I used some crop technics using size position and shift But it seems that shift is not consi...
by y.petremann
Thu Jun 25, 2020 5:46 pm
Forum: Not a bug
Topic: [0.18.33] Custom input are gone wild
Replies: 1
Views: 196

[0.18.33] Custom input are gone wild

Custom input seems to trigger to other inputs like entering a car. How to reproduce : - install a fresh factorio version - Install a mod that use custom-input like informatron - load or create a game - put a car - finally enter the car by pressing "return" - with informatron the popup open, same for...
by y.petremann
Fri Jun 19, 2020 10:49 am
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 10492

Re: Friday Facts #352 - New website

Whooohoo, I'm on a hype train ... would the lua-api docs get better styles too ?
by y.petremann
Wed Jun 17, 2020 4:21 pm
Forum: Modding help
Topic: How to get entity by unit_number ?
Replies: 3
Views: 138

Re: How to get entity by unit_number ?

Would it be possible to add a method for that because having x mods maintaining their own list of "thousands" of entities can be a little problematic ...

I think that like get_entity_by_tag we should have
LuaGameScript
get_entity_by_unit_number(unit_number) → LuaEntity
by y.petremann
Wed Jun 17, 2020 4:09 pm
Forum: Modding help
Topic: How to get entity by unit_number ?
Replies: 3
Views: 138

How to get entity by unit_number ?

So I've registered on a lot of entities and when destroyed I would like to retrieve the entity corresponding to the unit_number, here for the example I print it's name but I do more complex task. --[[ function to write local get_entity _from_unit_number(unit_number) return entity end --]] local func...
by y.petremann
Fri Dec 13, 2019 5:13 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 8837

Re: Friday Facts #325 - New Explosions and Particles

I feel like that : - bitter should have a trail of purple blood when we are shooting at them (each bullet make their corpse loose blood) - construction like rails should explode less (arc being lower, nearest of the construction and less elements) - shooting particles (like on roboport) should be mo...
by y.petremann
Tue Nov 26, 2019 12:11 am
Forum: Ideas and Suggestions
Topic: [GUI update] Accumulator should indicate charge level on GUI
Replies: 2
Views: 270

[GUI update] Accumulator should indicate charge level on GUI

Based on the mockups on the GFX wiki, I've seen that the Heat exchanger have a bar indicating his temperature. On this idea I think that Accumulators should indicate their charge level.
by y.petremann
Fri May 10, 2019 6:08 pm
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 8507

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

What is Factorio lacking about his Documentation is proper Prototype Documentation ... Would be great to have one
by y.petremann
Tue Apr 16, 2019 9:58 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 10912

Re: Somethings not (or hidden) in doc but you need to know

About gui names, eradicator method is quite good for the mod itself, but it doesn't prevent other mods not protected by this method to fall in this trap ... An example is that I have two mods ModA (mine) and ModB (by any dev) defining each an interface with a cancel Button So with eradicator methods...
by y.petremann
Fri Mar 15, 2019 9:28 pm
Forum: Ideas and Suggestions
Topic: Auto research queue
Replies: 27
Views: 2940

Add dependency in reseach queue

TL;DR Being able to see research that can fit the research tree with their dependencies and quickly adding them with their dependencies. Now Actually with the research queue available, when we append a research, any research that could be researched after is displayed in orange and can be appended ...
by y.petremann
Fri Oct 26, 2018 6:55 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 81496

Re: Friday Facts #266 - Cleanup of mechanics

Regarding Assembling Machine, I think that ingredient limit should be kept as an optional thing for mods.
by y.petremann
Mon Aug 27, 2018 10:26 pm
Forum: Ideas and Suggestions
Topic: Safe mode when factorio handle a crash
Replies: 0
Views: 335

Safe mode when factorio handle a crash

When factorio start and a crash occur, instead of just having the options to disable mods, we should have the possibility if possible to change settings and to disable individual mods, it could be . This would be really interesting because it would permit to change back that setting that fucked ever...
by y.petremann
Fri Jul 20, 2018 11:43 am
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 21742

Re: Friday Facts #252 - Sound design & Map editor

For my part, I would be glad to have two functionnality about the editor :
1) being able to run the editor without pausing the game, so the player on the editor could be a sort of GameMaster.
2) Player would get notified that somebody used the editor command, so it couldn't be done unotified.
by y.petremann
Fri Feb 16, 2018 10:10 am
Forum: Ideas and Suggestions
Topic: A new belt and tracking system.
Replies: 4
Views: 998

Re: A new belt and tracking system.

I think the idea of covered highway belt is a good idea for many reason : Rendering is optimised since there is no more animation needed and items to render, permitting more FPS Those highway belts would forbid insertion or pickup from inserters, still loaders, splitters and side belts would still b...
by y.petremann
Tue Feb 13, 2018 9:41 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 726
Views: 76931

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Alkumist wrote:change the look of splitters to fit the new graphics style? :D
Seriously .. no ... I think this is sufficient and good looking, but I think splitter don't need a redesign ...
by y.petremann
Sun Feb 11, 2018 3:23 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 726
Views: 76931

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Added an option in Compact Loaders 1.2.3 to restyle underground belts with the Deadlock Technologies aesthetic. By default, this is turned off - you have to go into Mod Settings and enable it. As a side effect, if you are using Bob's Logistics in high resolution mode, the tier 4 and 5 underneathies...
by y.petremann
Sat Feb 10, 2018 9:08 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 726
Views: 76931

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

[*]you should add some sort of grain or rust to have the kind of detail factorio have. They do have a little, but remember I only started learning Blender this week. Sorry didn't know [*]Also I think that the size of loaders should be exactly equivalent to their transport belt to ground siblings. T...
by y.petremann
Sat Feb 10, 2018 6:17 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 726
Views: 76931

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Version 1.4.0 (beltbox) & 1.2.0 (loaders) - graphics updated with original 3D models, not pixel art hacked together from bits of vanilla sprites. Comparison of the change : Screenshot_4.png Screenshot_2.png Actually your models are gorgeous, but : you should add some sort of grain or rust to have t...

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