Search found 23 matches

by TBC_x
Tue Oct 21, 2025 6:13 am
Forum: Modding interface requests
Topic: Access to transparent sprites for custom gui
Replies: 3
Views: 91

Re: Access to transparent sprites for custom gui

I haven't found any way to apply transparency on a sprite
by TBC_x
Mon Oct 20, 2025 6:47 pm
Forum: Modding interface requests
Topic: Access to transparent sprites for custom gui
Replies: 3
Views: 91

Access to transparent sprites for custom gui

I'm making custom gui for a scenario and I would like to have access to transparent icons like they are displayed in empty assemblers or ghost items
ghost_items.png
ghost_items.png (33.75 KiB) Viewed 91 times
by TBC_x
Mon Oct 20, 2025 5:52 pm
Forum: Modding interface requests
Topic: Add LuaRecord.label
Replies: 0
Views: 42

Add LuaRecord.label

I'm working on a mod where I do light blueprint manipulation and I've realized that LuaRecord does not have a way to extract the blueprint label, like its LuaItemCommon counterpart
by TBC_x
Sat Oct 18, 2025 5:38 am
Forum: Not a bug
Topic: [2.0.69] Power outages might erase custom logistic network names
Replies: 3
Views: 313

Re: [2.0.69] Power outages might erase custom logistic network names

That is understandable, what I'm simply asking for is to prefer custom name over auto generated when merging networks in 3-roboport edge case (third roboport wakes up in between isolated first and second roboport).

Even when the two roboports have power, their nework name gets overriden by the new ...
by TBC_x
Thu Oct 16, 2025 3:19 pm
Forum: Not a bug
Topic: [2.0.69] Power outages might erase custom logistic network names
Replies: 3
Views: 313

[2.0.69] Power outages might erase custom logistic network names

What did you do?
I've placed three roboports in series and completely discharged the middle one.

What happened?
The other roboports got their own networks, both with the same custom name. After the discharged one reconnected, it created a new logistic network with autogenerated name

What did ...
by TBC_x
Sat Aug 31, 2024 12:46 pm
Forum: Modding interface requests
Topic: Decorative power pole prototype
Replies: 1
Views: 563

Decorative power pole prototype

I am trying to solve the issue with decoratively placed power poles with their own networks taking huge performance hit. My current solution is to create large power network that connects all the disconnected networks (no producer, no consumer) together, but that has other issues like having to ...
by TBC_x
Sat Aug 31, 2024 11:46 am
Forum: Modding interface requests
Topic: Method to prevent certain automatic power pole connections
Replies: 1
Views: 1196

Re: Method to prevent certain automatic power pole connections

I am trying to optimize power networks (many disconnected power networks) by merging them all into single big network, because the stats are being (likely) collected regardless of whether the network has any producers or consumers.

This solved UPS issues of many networks but now I need to prevent ...
by TBC_x
Fri May 31, 2024 5:30 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 122
Views: 47366

Re: Friday Facts #413 - Gleba

Nice job! I can't wait for what the final sprites will look like.

I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
by TBC_x
Mon Apr 15, 2024 5:00 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 57949

Re: Friday Facts #406 - Space Age Music

What the undisclosed music at around 4:00 sounds like to me:
Infernotown.png

I have a suggestion, you could have two sets of playlists for each planet.

The discovery playlist with one or two tracks that play when the player character lands on the planet to set the mood. But then have the regular ...
by TBC_x
Sat Mar 02, 2024 12:10 pm
Forum: Ideas and Suggestions
Topic: Better hotkey system
Replies: 0
Views: 787

Better hotkey system

Factorio has a lot of hotkeys and not all hotkeys are useful in every situation. So I usually set up dual-use hotkeys. Especially when I know that the two actions will never happen simultaneously. For example connect rolling stock and jetpack. Another case is simple module inserter where you have to ...
by TBC_x
Mon Feb 19, 2024 8:15 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 51409

Re: Friday Facts #398 - Fulgora


This gave me an idea. It should be Like Dune II, you can't build large structures over sand or soft terrain.
https://www.myabandonware.com/media/screenshots/d/dune-ii-the-building-of-a-dynasty-1e7/dune-ii-the-building-of-a-dynasty_19.gif


There are mods for this and it should stay as such, it ...
by TBC_x
Sun Feb 18, 2024 10:48 pm
Forum: Gameplay Help
Topic: how do I set the traffic lights so that this train passes?
Replies: 4
Views: 1463

Re: how do I set the traffic lights so that this train passes?

My general guideline is - Put chain signals everywhere for any single-track system. Then you can tinker with regular signals later to figure out how to use them.
by TBC_x
Fri Feb 09, 2024 2:00 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 122
Views: 50246

Re: Friday Facts #397 - Factoriopedia

So does Factoriopedia support uncommon cases like fuel byproducts? Is there support for scripted actions like performing a ritual that is not a part of recipe system, for example delivering specific items to selected chests to produce an item in a scenario? The Factoriopedia entry (or link) would ...
by TBC_x
Sun Feb 04, 2024 6:41 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Self-balancing Kovarex setup
Replies: 6
Views: 6120

Re: Self-balancing Kovarex setup

A full centrifuge might output up to 6 U-238. 2 for the current cycle and 4 from the following two cycles depending on inserter stack size.

I've nailed the deadlocking issue down to insufficient buffering of U-238 on the outer lane. The belt between the splitter and the merge might fill up and ...
by TBC_x
Sun Feb 04, 2024 10:45 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Self-balancing Kovarex setup
Replies: 6
Views: 6120

Re: Self-balancing Kovarex setup

The beautiful thing is that you can modify it whatever way you want. I didn't even attempt to optimize it yet. I just build it in my base, put in some U-235 and forget about it. I think each centrifuge will feed up to 4 centrifuges down the line, then the following ones will top up to 80. Haven't ...
by TBC_x
Sat Feb 03, 2024 10:13 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Self-balancing Kovarex setup
Replies: 6
Views: 6120

Self-balancing Kovarex setup

So I came up with Kovarex setup that uses belt and inserter mechanics to achieve self-balancing.

Now deadlock-free!
0eNq9XE1zozgQ/SsU5zhFCwmJ3Pbjsted2dPuVApj2WaDwSsgM6mp/PcV9mTixCjpbso5JcbwWl+vu/Va5nu8rAe7d1XTxzff45XtSlft+6pt4pv498LdRRtnbRO5trzror6N+q31f/bX0adt1Ty8+LZsdzZqh/7pNldttv31P80/zWf ...
by TBC_x
Wed Jan 31, 2024 1:33 am
Forum: Combinator Creations
Topic: Fixed time round robin dispatcher (so you can mix belts without mixing items)
Replies: 0
Views: 1234

Fixed time round robin dispatcher (so you can mix belts without mixing items)

I have created a round robin dispatcher that I plan to use in my SE playthrough to split items off the bus and load them on the cargo rocket. It uses a mix of combinators and belts + inserters to implement the logic. As setting up signals for filters in constant combinator GUI is making my blood ...
by TBC_x
Sun Dec 03, 2023 9:42 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 79626

Re: Friday Facts #387 - Swimming in lava


Will the map generation include special checks to ensure that anything minable that spawns near lava is accessible by the new mining drills?

In current Factorio, if you get a small island with some ore on it that a drill won't fit on, you can just use some landfill to expand it enough to fit the ...
by TBC_x
Fri Nov 24, 2023 3:31 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 56359

Re: Friday Facts #386 - Vulcanus


The pretty new graphics raise a question: will the new planets look nicer than Nauvis? Just because you have more experience and more time to develop? In many games, areas and buildings and features added by expansions are more detailed and more fleshed out than in the original game. I wish you ...
by TBC_x
Fri Nov 24, 2023 3:27 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 56359

Re: Friday Facts #386 - Vulcanus

I see completely enclosed turret installation, complex terrain - flying enemies confirmed?

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