Search found 30 matches
- 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
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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
- 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?
- 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.
- 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
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 oneEasier blueprint grid adjustment
- 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 ...
- 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
- 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...
- 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!
- 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
- 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...
- 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
items are slightly visible when entering the underground belt
- 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...
- 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
the first thing I thought was that they finally added an explicit recipe dependency visualizer (aka helmod) to the gameDependant parameters