Search found 259 matches
- Tue Jan 16, 2024 1:44 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45984
Re: Green Belt visual ideas
Exactly like they interact with belts now, why not? The hands phase right through the walls of assemblers but you aren't worrying about that. It's a non-issue. Ok, let's say. =) But then how to evaluate the compression, content and proper sides of belt? Do I have copper cables, are these copper cab...
- Tue Jan 16, 2024 11:34 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45984
Re: Green Belt visual ideas
How should inserters take/put items when a belt is enclosed?Shadow_Man wrote: ↑Mon Jan 15, 2024 10:00 pmGreat idea for Space belts (items will not fly from it).
Earendel, come and get it!
- Mon Dec 18, 2023 9:08 am
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26040
Re: Friday Facts #389 - Train control improvements
I think conditions (maybe "pre-conditions") better matches my user model, but I wonder what Sony, or Apple, or Freightliner would call this feature if they shipped it. Departure checks? Launch logic? (I'm not a marketing artist) • Interrupting activities/trips • Side activities/trips • Co...
- Sun Dec 17, 2023 7:47 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26040
Re: Friday Facts #389 - Train control improvements
Someone on Reddit suggested a condition that would test against remaining fuel Mj. This way you don't need to test for low specific fuel type(s). If fuel Mj is low, go refuel. If you change fuel type in the refueling station later on, the train doesn't even need to know. I am also in favour of havi...
- Sun Feb 24, 2019 2:02 pm
- Forum: Modding help
- Topic: How to change the distance between gui elements
- Replies: 7
- Views: 2568
- Sun Feb 24, 2019 1:22 pm
- Forum: Modding help
- Topic: How to change the distance between gui elements
- Replies: 7
- Views: 2568
Re: How to change the distance between gui elements
I solved the problem by adding buttons to the table. And changing the vertical_spacing and horizontal_spacing to 0 But I still hope that in 0.17 it can be made easier. Yep, I wanted to do the same, but right now found another solution making me able to use flows and frames instead of tables: styles...
- Sat Feb 23, 2019 7:47 pm
- Forum: Modding help
- Topic: How to change the distance between gui elements
- Replies: 7
- Views: 2568
Re: How to change the distance between gui elements
Tried to set guielement.style.xxx_padding = 0 but didn't help, I'm still having distance between elements: 2019-02-23_22-49-31.png But earlier the same code worked just fine: 2019-02-23_22-52-07.png EDIT: I add buttons to a flow. Tried to set paddings of both a flow and buttons, but it didn't work. ...
- Mon Apr 23, 2018 6:49 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36535
Re: [0.16] Teleportation
Hi guys! At first: sourcecode. Here: https://mods.factorio.com/mod/Teleportation - is a link to github. It's strange that you didn't notice it. "Sorce Code" tab. At second: are there any issues with the mod I should fix? I haven't played Factorio for a long time so I don't even know if the...
- Sat Apr 14, 2018 6:36 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55644
Re: Friday Facts #238 - The GUI update (Part II)
Blueprint preview: Left Right click to remove, Right Left click to restore.
Because I build using Left click and remove using Right click.
Because I build using Left click and remove using Right click.
- Mon Dec 25, 2017 4:48 pm
- Forum: Not a bug
- Topic: [0.16.7] Seems like the game doesn't load a new translation
- Replies: 3
- Views: 1788
Re: [0.16.7] Seems like the game doesn't load a new translation
I know that it's necessary to restart the game.
The mod is still in English. After I restarted my PC (not even the game) 3 times.
The mod is still in English. After I restarted my PC (not even the game) 3 times.
- Sun Dec 24, 2017 10:33 am
- Forum: Not a bug
- Topic: [0.16.7] Seems like the game doesn't load a new translation
- Replies: 3
- Views: 1788
[0.16.7] Seems like the game doesn't load a new translation
Hi there! Steps: 1. I started a new game having one of mods unlocalized. Saved the game. 2. Created a localization for this unlocalized mod (locale>ru>locale.cfg, UTF-8). 3. Loaded a savegame. An item, an entity and a tech stayed unlocalized (in English). The mod is https://mods.factorio.com/mods/Op...
- Mon Dec 18, 2017 6:01 pm
- Forum: Duplicates
- Topic: [0.16.5] Overdid belt compressing =)
- Replies: 1
- Views: 915
[0.16.5] Overdid belt compressing =)
The best compression ever! It's not a visual glitch - I checked it.
- Sat Sep 02, 2017 4:47 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36535
Re: [0.15] Teleportation
Sorry, friends, but I didn't play Factorio since July - there's too much work I got. If there are any bugs or crashes - I'll fix it. But I'm not sure I'll be able to develop the mod in the near future...
- Sat Sep 02, 2017 4:44 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36535
Re: [0.15] Teleportation
Anyone else lost the map markers in the last factorio update? If you want to make something better - allow me to jump TO a location from the dialog that opens on a double click. Then I Can couble click on a beacon in the map and then click teleport ;) I'm not sure if the mod can know when you D-cli...
- Sat Sep 02, 2017 4:43 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36535
Re: [0.15] Teleportation
:D And the question is, how many things can be put in 1 lighthouse to from the telelogic chests? It may be easier to make another 1 chest from point a to point b and a lighthouse, too, as an option. I made 6 chests that send 1 lighthouse but they do nothing. и вопрос, сколько вещей можно помещать в...
- Thu Jun 29, 2017 5:53 pm
- Forum: Releases
- Topic: Version 0.15.24
- Replies: 21
- Views: 17440
Re: Version 0.15.24
Does anybody know how to use the mod name/desc localization? How can I localize it?
- Wed Jun 21, 2017 9:40 am
- Forum: Ideas and Suggestions
- Topic: Right click deconstruction planner
- Replies: 1
- Views: 922
Re: Right click deconstruction planner
Imo shift + RMB should mark entities for deconstruction. Like shift+LMB ghost-places an entity.
- Wed Jun 21, 2017 9:36 am
- Forum: Ideas and Suggestions
- Topic: Hyperlinks in mod dialog
- Replies: 3
- Views: 1528
Re: Hyperlinks in mod dialog
Vote for it.
- Wed May 31, 2017 6:26 pm
- Forum: Modding help
- Topic: Custom action type
- Replies: 0
- Views: 776
Custom action type
{ type = "capsule", ... capsule_action = { type = "equipment-remote", -- wanna make my own action to use here equipment = "discharge-defense-equipment" --- without additional rows. Just raise an event }, ... stack_size = 1 }, Is it possible?
- Wed May 24, 2017 10:08 am
- Forum: Duplicates
- Topic: [0.15.13] Chem plant pipe connections look ugly
- Replies: 1
- Views: 1125