Search found 30 matches

by Dial-up
Mon Dec 02, 2024 4:47 pm
Forum: Modding help
Topic: How to make the main sound play only after activate_sound?
Replies: 2
Views: 163

Re: How to make the main sound play only after activate_sound?

It's a pity but thanks anyway, I just left it as is
by Dial-up
Mon Nov 25, 2024 12:31 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.21] When using working_sound.persistent = true the sound disappears after a pause
Replies: 1
Views: 407

[Donion] [2.0.21] When using working_sound.persistent = true the sound disappears after a pause

As stated in the title, if persistent = true is set in working_sound, the sound will disappear and will not be restored after pausing the game. In vanilla, this applies to belts, some robots, and pipes (I haven't tested them). To repeat, pause the game(in any save) and wait until the sound "fad...
by Dial-up
Fri Nov 22, 2024 6:27 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 103
Views: 16342

Re: Friday Facts #438 - Space Age wrap up

Once this phase is done, we want to start preparing the last major release (for the forseeable future at least) for Factorio: 2.1 We don't know exactly what it will be, but some of the more risky changes related to mod interface, quality of life, graphical tweaks... basically changes too big for pu...
by Dial-up
Sun Nov 10, 2024 8:09 pm
Forum: Modding help
Topic: How to make the main sound play only after activate_sound?
Replies: 2
Views: 163

How to make the main sound play only after activate_sound?

Hi, I'm making a mod to change the sound of combinators, at first I made it for 1.1, because the debugger is not yet ported to 2.0. On 1.1 sound plays only after activate_sound , but in 2.0 they play simultaneously, this is absolutely normal in the general context of the game, but according to my id...
by Dial-up
Fri Nov 08, 2024 11:17 pm
Forum: Duplicates
Topic: [2.0.15] strange shadow at some distance when craft with liquid is selected in biochamber
Replies: 2
Views: 295

Re: [2.0.15] strange shadow at some distance when craft with liquid is selected in biochamber

I was able to get it again, I don't know yet what the reason is, but if you save the world in this state and transfer it to another PC, the bug remains in place. The most interesting thing is that the bug only appears if it is already a "broken" machine or copied via Ctrl+c/Q or blueprint ...
by Dial-up
Fri Nov 08, 2024 10:58 pm
Forum: Duplicates
Topic: [2.0.15] strange shadow at some distance when craft with liquid is selected in biochamber
Replies: 2
Views: 295

[2.0.15] strange shadow at some distance when craft with liquid is selected in biochamber

What did you do? Built a production on Gleb What happened? graphic bug that occurred with the biochamber when selecting a recipe with liquid input/output, a shadow appears on the side where there is a liquid interface. The shadow changes if the machine is rotating. In the screenshot I indicated the ...
by Dial-up
Tue Oct 29, 2024 7:13 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.12] Rocket Silo accepts items via Drop item key with 'automatic request from space platforms' enabled
Replies: 2
Views: 1021

[Genhis][2.0.12] Rocket Silo accepts items via Drop item key with 'automatic request from space platforms' enabled

What did you do? I tried to place an item into the rocket silo (holding it in hand), forgetting to disable the "automatic request from space platforms" checkbox. I don’t remember what I pressed first (I somehow recall placing more than one), but when I noticed the items were in the rocket ...
by Dial-up
Fri May 24, 2024 3:55 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 62
Views: 13768

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

oh, that reminds me, is there a way to hide latency problems if the action is executed in scripts? for example, placement of an entity, I dug through all the runtime APIs but did not find how to do it
by Dial-up
Sat Apr 06, 2024 12:56 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 28590

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

why in the 4th iteration there are inserters in the member list?
by Dial-up
Tue Apr 02, 2024 8:49 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 37312

Re: Friday Facts #402 - Lightspeed circuits

I still don’t see how to establish circuit network communication between the planets. There must be a simple and logical way, especially when "remote viewing" ignores the speed of light.
by Dial-up
Fri Mar 29, 2024 12:55 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 115
Views: 25174

Re: Friday Facts #404 - Frustration not found

Easier blueprint grid adjustment
wow, you fixed it, I wanted to do this in one of my next mods but now I can rely on the community that implements features from part 2 in the current one :D
by Dial-up
Fri Mar 29, 2024 12:40 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 115
Views: 25174

Re: Friday Facts #404 - Frustration not found

You can also save selections on the quickbar, so you can control your favorite group of pals at a moments notice. there is clearly a lack of a corresponding “color marker” on the remote control itself Can you think of any other places pipette would make sense? yes, the Cursor Enhancements mod adds ...
by Dial-up
Fri Mar 22, 2024 12:44 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 132
Views: 31216

Re: Friday Facts #403 - Train stops 2.0

I hope next week you will remember to make a joke with 404 :)
by Dial-up
Sat Mar 16, 2024 2:31 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 37312

Re: Friday Facts #402 - Lightspeed circuits

I felt uneasy about it, because it goes against the coding principle of "write it when you need it" that's why I adore this game so much as a player and hate writing mods so much, every time I try to implement something that goes beyond the "standard" I run into a whole bunch of...
by Dial-up
Fri Mar 08, 2024 1:03 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 32762

Re: Friday Facts #401 - New terrain, new planet

try clicking on the rocket at the bottom of the article! :D
by Dial-up
Fri Feb 23, 2024 12:56 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 70882

Re: Friday Facts #399 - Trash to Treasure

I hope the ice icon is a placeholder, it doesn’t look very professional and stands out from the overall picture. at least it seems so to me, but it really is too white and clean
by Dial-up
Fri Feb 02, 2024 12:53 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 20606

Re: Friday Facts #396 - Sound improvements in 2.0

great, you can finally sync sound with animation, but what about syncing sounds between machines? I'm currently developing a mod similar to labdancen, but the sound is completely synchronized, the only way I found is to create a special entity that is synchronized locally and poll the machine attach...
by Dial-up
Fri Jan 12, 2024 3:06 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 69323

Re: Friday Facts #393 - Putting things on top of other things

Now, i cant unsee that
items are slightly visible when entering the underground belt
by Dial-up
Fri Jan 12, 2024 2:50 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 69323

Re: Friday Facts #393 - Putting things on top of other things

I always smiled imagining when deadlock stacking packed 128 items into 1, in my head it looked like unstable items on a conveyor belt that for some reason did not fall. now I want to see what mods will do with the new mechanics (I'm talking about simple mods that will redefine the maximum size of su...
by Dial-up
Fri Jan 05, 2024 3:42 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 142
Views: 39089

Re: Friday Facts #392 - Parametrised blueprints

Dependant parameters
the first thing I thought was that they finally added an explicit recipe dependency visualizer (aka helmod) to the game :)

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