Search found 41 matches

by Taurondir
Sun Jan 15, 2023 4:24 am
Forum: Ideas and Suggestions
Topic: Please remove the Spidertron screen wobble
Replies: 9
Views: 1844

Re: Please remove the Spidertron screen wobble

I have a problem with it as well as I seem to be more sensitive to movement then most people. Having the entire viewscreen "jiggle around" is headache inducing. I keep jumping out of the spider to do things because I can't handle the time it takes to "come to a complete wobble stop&qu...
by Taurondir
Tue Jan 03, 2023 4:40 pm
Forum: Ideas and Requests For Mods
Topic: remote "Presence" building.
Replies: 0
Views: 114

remote "Presence" building.

Mainly I am asking if this is something that could actually be done as I have not really seen anything similar atm. If my search skill is weak, and someone has already seen something, let me know. Basically if I "cheat" and give myself 20000 reach, I can interact with anything. Doing it th...
by Taurondir
Tue Jan 03, 2023 4:12 pm
Forum: Ideas and Suggestions
Topic: Removing the Spidertron "screen jitter" on moving around.
Replies: 3
Views: 391

Removing the Spidertron "screen jitter" on moving around.

This is going to sound weird, so bear with me. Because of how I see, I seem to be much more sensitive to movement then other people. It makes it hell to play shooters with all the weapons that have recoil, and when the games have flashy graphics or very "pretty" graphics that make the scre...
by Taurondir
Thu Aug 12, 2021 6:50 am
Forum: Ideas and Suggestions
Topic: Client side only custom GFX (PNG replacements)
Replies: 1
Views: 426

Client side only custom GFX (PNG replacements)

TL;DR Ability for each individual player to see the game world graphics as they see fit, without having a Server wide Mod installed that changes it for everyone What ? All the current graphics are flat PNG files that can ALREADY be manually messed with as long as you keep the X-Y pixel sizes. You c...
by Taurondir
Thu Apr 22, 2021 10:41 am
Forum: Gameplay Help
Topic: Biter Pathfinding, custom mapgens question
Replies: 0
Views: 402

Biter Pathfinding, custom mapgens question

This is purely a question based on some things I have noticed happen, and wanted to see if it was obvious already or not. Some scenarios have map gen code that generates areas of Void on a map as you explore, to "shape the map" into mazes, or to separate bases etc etc, but this Void Zones ...
by Taurondir
Thu Mar 25, 2021 11:00 pm
Forum: Ideas and Suggestions
Topic: When emptying player inventory, delay emptying filtered slots
Replies: 4
Views: 1080

Re: When emptying player inventory, delay emptying filtered slots

I have been playing on modded servers quite a bit and even though the inventory slots we have don't change, the VARIETY of items we can carry goes up a lot. In order to re-stock to go and do a "secondary thing" like add a bunch of solar panels, you might have to drop off a ton of stuff jus...
by Taurondir
Sun Mar 07, 2021 9:14 am
Forum: General discussion
Topic: On the topic of entities "animations" and idle machines.
Replies: 5
Views: 1520

Re: On the topic of entities "animations" and idle machines.

Very nice work! I especially like the squares on your concrete. I have been using the pause function to see and measure. Yes, I know, there is an option to toggle a full-time grid, but I don't like it. About the layout of your labs. I see you are chaining them all. Katherine of Sky, in one of her v...
by Taurondir
Sat Mar 06, 2021 12:30 pm
Forum: General discussion
Topic: On the topic of entities "animations" and idle machines.
Replies: 5
Views: 1520

On the topic of entities "animations" and idle machines.

TL;DR - I wish it was easier to see what building are running and which have stopped more easily. Ok, bear with me. So, I do weird stuff in this game to pass the time, and one of my long term ones is to just replace any graphics that I find hard to see (I dont see THAT well) with ones that I can see...
by Taurondir
Sun Jan 24, 2021 12:32 am
Forum: Ideas and Suggestions
Topic: Client and host based mods
Replies: 7
Views: 1592

Re: Client and host based mods

I have been running modified, client-side graphics in Factorio for over a year now. I just go on and just edit the PNG files directly. I keep the original file dimensions and depth, and Factorio just loads them, as there is not CRC checking for the graphics files. The names are the same, the size is...
by Taurondir
Mon Nov 16, 2020 4:39 pm
Forum: Ideas and Requests For Mods
Topic: [Requst] Player locked teleporters.
Replies: 2
Views: 657

[Requst] Player locked teleporters.

I can't find/don't know a way to even modify existing mods to do it, so i thought I'd ask here. More then this being a "can someone please make me this", I'm more interested to see if anyone even KNOWS any possible ways or kludges to even do this. Basically what I was trying to do is this:...
by Taurondir
Fri Sep 25, 2020 10:29 am
Forum: General discussion
Topic: Any "easy" way to change ghost entity colors?
Replies: 0
Views: 484

Any "easy" way to change ghost entity colors?

I was messing around with the shader files in 0.18 and had managed to change it to another color without needing a mod on the server or effecting anyone elses game, but with that same file in Factorio v1.0 (sprite-ycocg.frag) ... cant figure out what to change, as apparently I have no idea what I'm ...
by Taurondir
Thu Aug 20, 2020 5:18 am
Forum: General discussion
Topic: Shader file that controls Ghost entities?
Replies: 0
Views: 416

Shader file that controls Ghost entities?

In 0.18 I could change values in "sprite-ycocg.frag" and mess with what the ghost color would look like. I can't seem to change what I *think* should do something, as nothing seems to happen (basically I just alter number values and see what happens. Does anyone know what effects the color...
by Taurondir
Sun Jun 14, 2020 1:21 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Modular Extensible PnP Factory
Replies: 76
Views: 143896

Re: Modular Extensible PnP Factory

Yea but the "sticking to 13" was the starting constraint back in 'ole 2015. Now the new constraint is "what can I cram in quarter chunks?", and going without sleep because "screw it, have to jam a dual-tile-kinda-sorta-able reactor in there dammit" https://i.imgur.com/Q...
by Taurondir
Tue Jun 09, 2020 1:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Modular Extensible PnP Factory
Replies: 76
Views: 143896

Re: Modular Extensible PnP Factory

Hello. I have followed this forum topic almost from when it started, and only tried a few things here and there, alas, as I almost 99% of the time go on servers with a lot of mods, and all the recipes use totally different ores and items, working a "vanilla" system for this did not seem th...
by Taurondir
Sun Nov 10, 2019 7:11 am
Forum: Gameplay Help
Topic: Game Alerts for player (owner) possible?
Replies: 2
Views: 625

Re: Game Alerts for player (owner) possible?

Ok thanks you I'll dig around in that.
by Taurondir
Sun Nov 10, 2019 5:30 am
Forum: Gameplay Help
Topic: Game Alerts for player (owner) possible?
Replies: 2
Views: 625

Game Alerts for player (owner) possible?

I can't seem to find a way - or a created Mod - that allows Alerts (for example via the programmable speaker) to only show in the GUI for the player that owns the item creating the Alert. Is this possible at all? Could a Mod do it, or would even a Mod have to call up or create a totally different pa...
by Taurondir
Sun Nov 03, 2019 3:54 am
Forum: Ideas and Suggestions
Topic: Add a Crafting Menu tile for "favourites".
Replies: 3
Views: 751

Re: Add a Crafting Menu tile for "favourites".

Yea, that's kind of the thing I was aiming at, its just that at the moment because of lack of available keys, those kind of shortcuts are kind of nightmare-ish. In order to craft from the bar via Mods, it's still a lot of finger acrobatics. I haven't seen one that does it directly when the item is z...
by Taurondir
Sat Nov 02, 2019 5:07 am
Forum: Ideas and Suggestions
Topic: Add a Crafting Menu tile for "favourites".
Replies: 3
Views: 751

Add a Crafting Menu tile for "favourites".

NOTE: The "green" tile backing (left, the right one was painted manually) was me hacking the PNG files because my eyesight is not great and I wanted a way to more easily see which tile was selected. TL;DR When a game is running a TON of Mods, locating something you want to make takes a lon...
by Taurondir
Sun Jul 07, 2019 11:31 pm
Forum: Ideas and Suggestions
Topic: Alerts that only appear to the player that made it.
Replies: 0
Views: 416

Alerts that only appear to the player that made it.

I like the idea of setting alerts to keep an eye on things, but they flash for everyone else as well.

Would it actually be possible to have a flag when you set it up so they only appear to the name of the person that set the alert?
Kind of useful on say, an OARC map.
by Taurondir
Mon Mar 11, 2019 4:13 pm
Forum: Ideas and Requests For Mods
Topic: Messing around with Shader files. Ghost entities?
Replies: 7
Views: 2138

Re: Messing around with Shader files. Ghost entities?

Yep that's the Shader file I wanted. Very good, TYVM.

I've made the line (28) as:

fragColor = YCoCgToRGB(param, alpha) * max(vTint, vec4(1.0, 0.1, 0.1, 0.1));

Green didn't work well, Red seems ok. Hard(er) to miss them now. It should work well.

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