Search found 395 matches

by y.petremann
Fri Dec 13, 2019 5:13 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 6428

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: 141

[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: 6658

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: 41
Views: 8930

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: 2199

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: 63620

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: 246

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: 16662

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: 837

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 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 652
Views: 57833

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 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 652
Views: 57833

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 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 652
Views: 57833

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 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 652
Views: 57833

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...
by y.petremann
Sat Feb 10, 2018 4:01 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 210808

Re: [MOD 0.14] AAI Programmable Vehicles

On mods.factorio.com : Miners stops working if inventory is filtered and can no longer insert "rocket-part" where it could mine something it can insert in his inventory. I think you should make some function to prepare the mining, then testing if this is possible to place the ressources mined, and ...
by y.petremann
Thu Feb 08, 2018 5:50 pm
Forum: Duplicates
Topic: [0.16.22] Crash when removing splitter after modded loader
Replies: 3
Views: 499

Re: [0.16.22] Crash when removing splitter after modded loader

Deadlock989 wrote:Great. Thanks for super-speedy response.
Only post if necessary but got those crash on other directions (splitter and loader going down like on the image)
Screenshot_1.png
Screenshot_1.png (53.51 KiB) Viewed 468 times
by y.petremann
Wed Feb 07, 2018 6:19 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 10301

Re: Version 0.16.21

Mainly because some mods uses the rotate key or close window key and having mods re-registering already existing keys make it a pain, maybe having mods being able to say from prototype that they need to have an event based on registered key or to have their configuration follow standard key unless ...
by y.petremann
Tue Feb 06, 2018 8:31 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 72214

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

For item elevator, I think that I would do two sets based on loaders, one for those going down and one for those going up. About electricity and player elevator, I think I would make top, bottom, middle with stop and middle without stop Electricity would be based on substations but with an extentio...
by y.petremann
Tue Feb 06, 2018 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.22] market interface is inconsistant
Replies: 2
Views: 1057

Re: [Oxyd] [0.16.22] market interface is inconsistant

Thanks, I added the scroll bar. 2) Market items does not get categorised which make it messy with a lot of offers, should follow order and categories like in requester chests, unless specified from a specific attribute for the market entity. I don't really understand what you mean. Requester chests...
by y.petremann
Mon Feb 05, 2018 7:44 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 72214

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

If needed I would really like to help, it would not be fancy graphics, but at least I would try to make something that fit the game ambiance, I would simply need to know what is needed (air vents looks nice to me). I would like to mention that I don't claim the task of doing graphics, so if anybody...
by y.petremann
Sun Feb 04, 2018 7:38 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 72214

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

the mod is not *quite* dead, although I have moved to other things since ( other game, heard about Ymir-Online ? you should go check it ! ) I still plan on updating it, the thing that makes me not do it right away it that I don't have the graphics to go with, and won't release the mod without full ...

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