Search found 259 matches

by apriori
Tue Jan 16, 2024 1:44 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 43339

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...
by apriori
Tue Jan 16, 2024 11:34 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 43339

Re: Green Belt visual ideas

Shadow_Man wrote:
Mon Jan 15, 2024 10:00 pm
gmfCoding wrote:
Sat Jan 13, 2024 2:31 pm
Enclosed Belts:
Image
Great idea for Space belts (items will not fly from it).
Earendel, come and get it! 8-)
How should inserters take/put items when a belt is enclosed?
by apriori
Mon Dec 18, 2023 9:08 am
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 24458

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...
by apriori
Sun Dec 17, 2023 7:47 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 24458

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...
by apriori
Sun Feb 24, 2019 2:02 pm
Forum: Modding help
Topic: How to change the distance between gui elements
Replies: 7
Views: 2527

Re: How to change the distance between gui elements

Klonan wrote:
Sun Feb 24, 2019 1:27 pm
We have fixed it for 0.17
Klonan, hello! Where can I find ALL properties for EVERY SINGLE style? Didn't find on Wiki and in APIdocs.
by apriori
Sun Feb 24, 2019 1:22 pm
Forum: Modding help
Topic: How to change the distance between gui elements
Replies: 7
Views: 2527

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...
by apriori
Sat Feb 23, 2019 7:47 pm
Forum: Modding help
Topic: How to change the distance between gui elements
Replies: 7
Views: 2527

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. ...
by apriori
Mon Apr 23, 2018 6:49 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 35477

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...
by apriori
Sat Apr 14, 2018 6:36 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 54508

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.
by apriori
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: 1757

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.
by apriori
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: 1757

[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...
by apriori
Mon Dec 18, 2017 6:01 pm
Forum: Duplicates
Topic: [0.16.5] Overdid belt compressing =)
Replies: 1
Views: 900

[0.16.5] Overdid belt compressing =)

The best compression ever! It's not a visual glitch - I checked it.
by apriori
Sat Sep 02, 2017 4:47 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 35477

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...
by apriori
Sat Sep 02, 2017 4:44 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 35477

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...
by apriori
Sat Sep 02, 2017 4:43 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 35477

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...
by apriori
Thu Jun 29, 2017 5:53 pm
Forum: Releases
Topic: Version 0.15.24
Replies: 21
Views: 17157

Re: Version 0.15.24

Does anybody know how to use the mod name/desc localization? How can I localize it?
by apriori
Wed Jun 21, 2017 9:40 am
Forum: Ideas and Suggestions
Topic: Right click deconstruction planner
Replies: 1
Views: 901

Re: Right click deconstruction planner

Imo shift + RMB should mark entities for deconstruction. Like shift+LMB ghost-places an entity.
by apriori
Wed Jun 21, 2017 9:36 am
Forum: Ideas and Suggestions
Topic: Hyperlinks in mod dialog
Replies: 3
Views: 1500

Re: Hyperlinks in mod dialog

Vote for it.
by apriori
Wed May 31, 2017 6:26 pm
Forum: Modding help
Topic: Custom action type
Replies: 0
Views: 761

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?
by apriori
Wed May 24, 2017 10:08 am
Forum: Duplicates
Topic: [0.15.13] Chem plant pipe connections look ugly
Replies: 1
Views: 1106

[0.15.13] Chem plant pipe connections look ugly

2017-05-24_13-05-10.png
2017-05-24_13-05-10.png (120.78 KiB) Viewed 1106 times

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