Search found 27 matches
- Sat Dec 25, 2021 12:48 pm
- Forum: Modding discussion
- Topic: Questions about mipmapped icons (@posila)
- Replies: 6
- Views: 2279
Re: Questions about mipmapped icons (@posila)
Thanks Deadlock !
- Wed Dec 22, 2021 10:39 pm
- Forum: Modding interface requests
- Topic: BeamAttackParameter source_offset for more entities
- Replies: 4
- Views: 1749
Re: BeamAttackParameter source_offset for more entities
I noticed that too while trying to fix the laser gun beam from Bob warfare, which right now starts at the feet. data.raw.gun["laser-rifle"].attack_parameters = { type = "beam", ammo_category = "laser-rifle", cooldown = 20, movement_slow_down_factor = 0.5, damage_modifie...
- Sun Dec 19, 2021 4:27 pm
- Forum: Modding discussion
- Topic: Questions about mipmapped icons (@posila)
- Replies: 6
- Views: 2279
Re: Questions about mipmapped icons (@posila)
Sorry to dig an old thread, I have a additional questions.
Is there a performance or loading time hit from defining or not making mipmaps?
Also, is there a consequence to defining icon_mipmaps = 4 then just not include them in the image?
Is there a performance or loading time hit from defining or not making mipmaps?
Also, is there a consequence to defining icon_mipmaps = 4 then just not include them in the image?
- Wed Dec 15, 2021 10:56 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 50
- Views: 19583
Re: [One Line Suggestions]
Show mod contributors on mod pages, for example like this:
- Tue Nov 30, 2021 6:28 pm
- Forum: Minor issues
- Topic: [1.1.48] Cargo-wagon and artillery-wagon's working_sound doesn't work
- Replies: 1
- Views: 1081
[1.1.48] Cargo-wagon and artillery-wagon's working_sound doesn't work
WHAT Cargo Wagon 's property working_sound actually doesn't produce sound. You can hear the "tie" sound but not "__base__/sound/train-wheels.ogg" It does work on Fluid Wagon and Locomotive though. HOW TO REPRODUCE Create a track with a very long train with plenty of each wagon t...
- Tue Nov 23, 2021 2:30 pm
- Forum: Modding interface requests
- Topic: [bug?] water_reflection doesn't show on resources
- Replies: 2
- Views: 1304
Re: [bug?] water_reflection doesn't show on resources
water_reflection currently renders only for entities with health (because those have bitmask with some unsed bits which I used to cache a flag marking if reflection is defined or not, as I believe it would add too much performance penalty to query a prototype for this information ... but I am proba...
- Tue Nov 23, 2021 1:07 pm
- Forum: Modding interface requests
- Topic: [bug?] water_reflection doesn't show on resources
- Replies: 2
- Views: 1304
[bug?] water_reflection doesn't show on resources
In the base game, no resource uses water_reflection, but modded ones could (specifically, offshore oil in Cargo Ships) I can confirm the property is filled, but doesn't apply to the surface. https://i.imgur.com/3awXoo7.png https://i.imgur.com/gLl63TZ.png my code just in case: local deep_oil = table....
- Mon Nov 22, 2021 6:28 pm
- Forum: Implemented for 2.0
- Topic: Custom scaling of alt-info icons
- Replies: 8
- Views: 2646
Re: Inconsistency between scale_info_icons and scale_entity_info_icon
+1, I got the same problem on big entities in BioIndustries.
- Mon Nov 22, 2021 6:25 pm
- Forum: Modding interface requests
- Topic: Add selection_box_offsets to rail-signal prototype
- Replies: 0
- Views: 622
Add selection_box_offsets to rail-signal prototype
WHAT Adding/moving selection_box_offsets from RailChainSignal to RailSignalBase WHY There's no reason to have this property in RailChainSignal but not RailSignal. Currently, when you offset the selection box (so the median point is not 0,0), the box rotates for the 4 main directions (N,E,S,W), but ...
- Sun Nov 21, 2021 2:24 pm
- Forum: Modding interface requests
- Topic: Adding rotation_shift to RotatedSprite and RotatedAnimation
- Replies: 1
- Views: 735
Adding rotation_shift to RotatedSprite and RotatedAnimation
WHAT I'm suggesting adding a rotated offset to RotatedSprite and RotatedAnimation , similar to LightDefinition . WHY When doing modded vehicles, there's no way to easily change the rotation point. The only way is to re-render or edit 256 images individually. The shift property applies in an absolut...
- Sat Nov 06, 2021 11:12 pm
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 3069
Re: Modding - order property in LuaGuiElement
I don't know if it's a result of this request, but thanks to the devs for adding that !
- Sat Oct 16, 2021 2:33 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83484
Re: Small documentation improvement requests
Settings aren't really documented at all, which may be more of the "confusion". The only page is: https://wiki.factorio.com/Tutorial:Mod_settings . With regards to data and data:extend, extend is a function you can see in core/lualib/dataloader.lua (it is nothing magical, just puts stuff ...
- Fri Oct 15, 2021 10:41 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83484
Re: Small documentation improvement requests
Not 100% sure it belongs to that page, but I can confirm settings are accessible in data.raw (from the setting stage at least). But it's nowhere to be seen in https://wiki.factorio.com/Data.raw example in settings-updates.lua: data.raw["bool-setting"]["Schall-VS-XL-t2-enable"].o...
- Mon Oct 11, 2021 5:42 pm
- Forum: Modding interface requests
- Topic: player.set_shortcut_toggled should be able to trigger the associated_control_input
- Replies: 0
- Views: 659
player.set_shortcut_toggled should be able to trigger the associated_control_input
Currently, LuaPlayer.set_shortcut_toggled can only set the button toggled, but not actually trigger the custom-input linked by shortcut.associated_control_input . WHAT - adding a third optional bool parameter to set_shortcut_toggled to trigger or not the shortcut's associated_control_input OR BETTER...
- Sat Oct 09, 2021 4:28 pm
- Forum: Modding help
- Topic: New mod version using new hard dependency, how to force it in existing saves?
- Replies: 1
- Views: 695
Re: New mod version using new hard dependency, how to force it in existing saves?
I was made aware that it might be because the new mod version is not yet on the mod portal, and that when it is updated, the dependency is automatically activated. I apologize for wasting any time.
- Sat Oct 09, 2021 3:25 pm
- Forum: Modding help
- Topic: New mod version using new hard dependency, how to force it in existing saves?
- Replies: 1
- Views: 695
New mod version using new hard dependency, how to force it in existing saves?
We're updating a fairly big mod, Bio Industries, but there are 2 new hard dependencies. When loading an older save without the new dependencies, the game will simply load the save without them, disabling the mod. Is there a way to force these new dependencies into the save config by way of migration...
- Sun Sep 26, 2021 4:53 pm
- Forum: Mod portal Discussion
- Topic: I can't update mods
- Replies: 2
- Views: 1211
Re: I can't update mods
Same error for me, this seems general.
- Mon Sep 20, 2021 1:11 pm
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 3069
Re: Modding - order property in LuaGuiElement
Making index RW would work (index doesn't need to be sequential apparently, according to my tests) but it needs to be unique, so there would be conflict if 2 mods used the same index, or one already sequentially attributed. But if it's a separate property (order) like recipes and items, it eliminate...
- Sun Sep 19, 2021 1:37 pm
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 3069
[Kinda added with swap_children] Modding - order property in LuaGuiElement
TL;DR Adding an "order" property to LuaGuiElement , to be able to sort (e.g.) buttons What ? An "order" property would define the display order of LuaGuiElement like buttons, and work just like the recipe's order property. https://i.imgur.com/oIggu96.png Why ? Currently, GuiElem...
- Tue Aug 31, 2021 7:56 pm
- Forum: Mods
- Topic: [MOD 1.1] ToggleSpeedBoost
- Replies: 0
- Views: 721
[MOD 1.1] ToggleSpeedBoost
I just release a very small mod aimed to be a much more barebone version of "Speed Buttons", with only one button that toggles the speed boost on and off.
https://mods.factorio.com/mod/ToggleSpeedBoost
https://mods.factorio.com/mod/ToggleSpeedBoost