Search found 9 matches
- Fri Apr 15, 2016 11:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
- Replies: 15
- Views: 9899
Re: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
What I do is:
1. Download ZIP (from GitHub)
2. Change the name of the zip file and the name of the folder inside to what it needs to be
3. Draft a new release on GitHub uploading the changed file
Then I use a link to that file on GitHub as a download link in the thread
Beautiful. Thank you for ...
- Fri Apr 15, 2016 10:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
- Replies: 15
- Views: 9899
Re: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
The issue I had with GitHub was that it was downloading the zip as "TimeLapseMaker_0.1.2-master.zip", which would be incompatible with the info.json. Is there a way to change what the file would be downloaded as?
Edit: Tried making a release out of it and messed around some settings, closest I ...
Edit: Tried making a release out of it and messed around some settings, closest I ...
- Fri Apr 15, 2016 12:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
- Replies: 15
- Views: 9899
Re: [MOD 0.12.x] Time-Lapse Maker v 0.1.1
I like this mod, the GUI is simple and works well.
Two issues I noticed:
The day/night cycle can be very annoying for "long-duration" timelapses which are transformed in a high-fps gif.
Example of why this can be annoying: https://www.youtube.com/watch?v=2FusxEWCw2I - It's hard to actually ...
Two issues I noticed:
The day/night cycle can be very annoying for "long-duration" timelapses which are transformed in a high-fps gif.
Example of why this can be annoying: https://www.youtube.com/watch?v=2FusxEWCw2I - It's hard to actually ...
- Thu Mar 31, 2016 7:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
- Replies: 15
- Views: 9899
Re: [MOD 0.12.x] Time-Lapse Maker v 0.1.1
Oh ok, thank you 

- Thu Mar 31, 2016 1:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
- Replies: 15
- Views: 9899
Re: [MOD 0.12.x] Time-Lapse Maker v 0.1.1
Sorry, I didn't realize there was another mod that does the exact same thing (but probably better). I'm new at this, should I take my post down?
- Wed Mar 30, 2016 11:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time-Lapse Maker v 0.1.2
- Replies: 15
- Views: 9899
[MOD 0.12.x] Time-Lapse Maker v 0.1.2
Type: Mod
Name: Time-Lapse Maker
Description: Adds simple GUI for making Time-Lapses of your base
License: Do whatever you want with it
Version: 0.1.2
Release: 2016-04-14
Tested-With-Factorio-Version: 0.12.29
Category: Helper
Tags: Time-Lapse, GUI, screenshot
Download-Url: download
Website: https ...
Name: Time-Lapse Maker
Description: Adds simple GUI for making Time-Lapses of your base
License: Do whatever you want with it
Version: 0.1.2
Release: 2016-04-14
Tested-With-Factorio-Version: 0.12.29
Category: Helper
Tags: Time-Lapse, GUI, screenshot
Download-Url: download
Website: https ...
- Thu Mar 24, 2016 2:25 pm
- Forum: Modding help
- Topic: Set belt_to_ground_type?
- Replies: 4
- Views: 1666
Re: Set belt_to_ground_type?
This is ALMOST perfect. It places the right entity and everything (it did need to be rotated), but the sprite for pre-placing it is still wrong.
http://imgur.com/JgyjWfe
It's subtle enough that I'm not going to worry about it too much
http://imgur.com/JgyjWfe
It's subtle enough that I'm not going to worry about it too much
- Thu Mar 24, 2016 4:50 am
- Forum: Modding help
- Topic: Set belt_to_ground_type?
- Replies: 4
- Views: 1666
Re: Set belt_to_ground_type?
no dice, belt_to_ground_type is Read-Only
- Thu Mar 24, 2016 3:09 am
- Forum: Modding help
- Topic: Set belt_to_ground_type?
- Replies: 4
- Views: 1666
Set belt_to_ground_type?
So I am trying to make a new item (extraction-belt), implemented as a transport-belt-to-ground.
I have this in my Entity.lua:
belt_to_ground_type = "output",
and this in my control.lua (where I am creating the extraction-belt entity):
script.on_event(defines.events.on_built_entity, function ...
I have this in my Entity.lua:
belt_to_ground_type = "output",
and this in my control.lua (where I am creating the extraction-belt entity):
script.on_event(defines.events.on_built_entity, function ...