Search found 35 matches

by EvilPLa
Mon Jun 23, 2025 4:36 pm
Forum: Questions, reviews and ratings
Topic: Mod conflict
Replies: 1
Views: 248

Re: Mod conflict

You could ask the castra mod dev to make a comaptibility patch.
by EvilPLa
Mon Jun 23, 2025 12:40 pm
Forum: Technical Help
Topic: Car sounds terrible in 2.0
Replies: 6
Views: 744

Re: Car sounds terrible in 2.0

Ahh, now I remember why my walking sounds are off. Thought my speakers where broken at first. It's really like static noise.
by EvilPLa
Sun Jun 15, 2025 5:57 am
Forum: Gameplay Help
Topic: Train Stop Bug
Replies: 2
Views: 347

Re: Train Stop Bug

The color of the Trainstop is not visualizing "occupied". They show if they are open for another train, check your train limits. The white should show 1/2 or something, while blue might be 1/1
by EvilPLa
Sat Jun 14, 2025 12:37 pm
Forum: Technical Help
Topic: [2.0.55] occasional keyboard stops responding or delayed response
Replies: 8
Views: 872

Re: [2.0.55] occasional keyboard stops responding or delayed response

According to your log you play on an intel iGPU that could limit Factorio perfomrance in later stages of the game. Try to enable the FPS/UPS display in the F4 menu.
Maybe this could give a clue about the problem
06-14-2025, 14-36-26.png
06-14-2025, 14-36-26.png (166.27 KiB) Viewed 743 times
by EvilPLa
Tue Jun 03, 2025 9:54 pm
Forum: Ideas and Suggestions
Topic: Don't reset map zoom
Replies: 5
Views: 872

Re: Don't reset map zoom

+1 from me
by EvilPLa
Thu May 15, 2025 5:53 pm
Forum: Implemented mod requests
Topic: Display quality overlay on a sprite and sprite-button
Replies: 8
Views: 1265

Re: Display quality overlay on a sprite and sprite-button

Testing the new feature
05-15-2025, 19-48-46.png
05-15-2025, 19-48-46.png (14.63 KiB) Viewed 515 times
Old implementation
05-15-2025, 19-49-10.png
05-15-2025, 19-49-10.png (11.67 KiB) Viewed 515 times
For this usecase I think I keep the old style

But I'm sure it will come in handy for other applications. <3 :any-quality:
by EvilPLa
Tue May 13, 2025 10:05 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 31
Views: 10202

Re: Make shortcut bar more resilient to mod loading and unloading

It would feel good to have this come true
by EvilPLa
Tue Apr 01, 2025 3:46 pm
Forum: Modding help
Topic: Gui Element Minimap Zoom
Replies: 2
Views: 457

Re: Gui Element Minimap Zoom

Ok, with one the recent patches the zoom works as it did in 1.1, glad I kept that old code nearby
by EvilPLa
Wed Feb 26, 2025 10:08 pm
Forum: Implemented mod requests
Topic: new schedule.add_record should return the index of the new record
Replies: 1
Views: 292

new schedule.add_record should return the index of the new record

TL;DR
The new schedule.add_record() should return the index of the new record. Unlike in the ui you don't acually see where the record is located. Temp records go in the current position, but the "current" value gets changed.
It would just make sense to return the index of the new record.

The ...
by EvilPLa
Thu Feb 06, 2025 9:03 am
Forum: Ideas and Requests For Mods
Topic: Colour code pipes based on contents?
Replies: 1
Views: 463

Re: Colour code pipes based on contents?

Did you see this companion mod https://mods.factorio.com/mod/color-coded-pipe-planner ? Simply use the planner over the new build and they are colored. Sure an automatic coloring would be nice, but I guess that would come with significant UPS waste, cause it would ALWAYS check EVERY pipe.
by EvilPLa
Tue Feb 04, 2025 8:00 pm
Forum: Duplicates
Topic: Exit Train on the edge of the World, aka Ribbon world
Replies: 1
Views: 298

Exit Train on the edge of the World, aka Ribbon world

When exiting the train on a Ribbon world, where the Rails are on the edge of the map, one gets stuck behind the train. In 1.1 you could walk out of that spot. Not sure if that counts as bug, but wanted to report it, because it is a bit frustrating, to turn around the locomotive everytime you want to ...
by EvilPLa
Mon Jan 27, 2025 9:48 am
Forum: Implemented mod requests
Topic: Display quality overlay on a sprite and sprite-button
Replies: 8
Views: 1265

Re: Display quality overlay on a sprite and sprite-button

Thanks for documenting this.
I had to set the size in the style definition and restrict the sprite widget to

Code: Select all

resize_to_sprite = false
01-27-2025, 10-44-49.png
01-27-2025, 10-44-49.png (16.9 KiB) Viewed 873 times
01-27-2025, 10-46-11.png
01-27-2025, 10-46-11.png (41.31 KiB) Viewed 873 times
(setting the actual sprite happens somewhere else)
01-27-2025, 10-44-06.png
01-27-2025, 10-44-06.png (11.42 KiB) Viewed 873 times
by EvilPLa
Sun Dec 15, 2024 5:23 pm
Forum: Won't fix.
Topic: [raiguard] [2.0.23] Loading sprites longer than in 1.0, to the point of unplayability with some mods.
Replies: 4
Views: 850

Re: Loading sprites longer than in 1.0, to the point of unplayability with some mods.

I'm on Linux Mint 21.3 Virginia too, using a laptop with only slightly better stats then yours. I don't have the extrem loading times you describe.
I have installed all py mods just to test, but no extreme loading times. The only difference I see is that I'm using XFCE and not Cinnamon. My log is ...
by EvilPLa
Wed Dec 11, 2024 12:49 pm
Forum: Duplicates
Topic: [2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work
Replies: 4
Views: 574

Re: [2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work

The same happens with __CONTROL__

in 1.1 I had "registered=Train [train=__1__] registered to __CONTROL____2____"
But in 2.0 that doesn't work anymore
12-11-2024, 13-49-04.png
12-11-2024, 13-49-04.png (77.01 KiB) Viewed 534 times
by EvilPLa
Tue Dec 03, 2024 12:09 pm
Forum: Modding help
Topic: [2.0] Localisation Problems
Replies: 3
Views: 596

Re: [2.0] Localisation Problems

I don't see the missing name configured in these locale files.

something like this should fix the missing key

[entity-name]
ffr_fast-electric-furnace=I'm a fast Furnace
by EvilPLa
Fri Nov 29, 2024 9:18 am
Forum: Modding help
Topic: Gui Element Minimap Zoom
Replies: 2
Views: 457

Gui Element Minimap Zoom

Was the minimap zoom changed with 2.0. I got it all figured out for 1.1 and the minimaps looked fine. Now the seem to always zoom far out.
So was there a change, is it maybe a bug? Any infos will be appreciated.
Zoom in both pictures is 3

Old
11-29-2024, 10-13-45.png
11-29-2024, 10-13-45.png (394.05 KiB) Viewed 457 times
New
11-29-2024, 10-14-25.png
11-29-2024, 10-14-25.png (302.48 KiB) Viewed 457 times
by EvilPLa
Thu Nov 28, 2024 10:57 pm
Forum: Modding help
Topic: LuaEntity.ghost_prototype.items_to_place_this missing quality
Replies: 3
Views: 573

Re: LuaEntity.ghost_prototype.items_to_place_this missing quality

The quality for that prototype is in the entity as a separate quality prototype. Hope that helps
11-28-2024, 23-51-54.png
11-28-2024, 23-51-54.png (130.88 KiB) Viewed 443 times
by EvilPLa
Sun Nov 24, 2024 9:49 pm
Forum: Ideas and Suggestions
Topic: Reduce amount of text in mod manager overview
Replies: 0
Views: 319

Reduce amount of text in mod manager overview

On the left overview of the Modmanager, the amount a visible text should be reduced Workspace 1_015.png

The amount of text on the left side should be reduced to 4 maybe 6 lines of text. On the right side is the place where all the text can be read.

Why:
I think, when looking for new mods, the ...

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