Search found 29 matches

by Meppi
Sat Jun 13, 2020 8:00 am
Forum: Resolved Problems and Bugs
Topic: [0.18.31] new electric mining drill is missing integration patch
Replies: 1
Views: 2493

[0.18.31] new electric mining drill is missing integration patch

The new electric mining drill is not using its integration_patch graphics. The images are there, but the code is missing.
by Meppi
Mon Jan 22, 2018 11:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.17] game does not start on Linux (library/.so issue)
Replies: 11
Views: 7363

Re: [0.16.17] game does not start on Linux (library/.so issue)

Same for me on Fedora 27

Code: Select all

./factorio: error while loading shared libraries: libsteam_api.so: cannot open shared object file: No such file or directory
0.16.16 works fine
by Meppi
Fri Oct 27, 2017 6:24 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 72839

Re: Friday Facts #214 - Concrete rendering

Changes like these always take a little time to get used to, after looking at the old textures for so long. I like it though.

I think the completely black parts of the texture make it look a bit too harsh and bumpy.
That could maybe be toned down a bit.

Image
by Meppi
Thu Oct 05, 2017 6:45 pm
Forum: Minor issues
Topic: [15.35] auto-cropping of beam sprites makes them misalign
Replies: 4
Views: 2151

Re: [15.35] auto-cropping of beam sprites makes them misalign

Ah thanks, the distractor-robots lightning beam uses the same workaround though. :)
by Meppi
Thu Oct 05, 2017 5:22 pm
Forum: Minor issues
Topic: [15.35] auto-cropping of beam sprites makes them misalign
Replies: 4
Views: 2151

[15.35] auto-cropping of beam sprites makes them misalign

As discussed in this thread, the automatic cropping of beam sprites causes head, body and tail to misalign, due to changing the rotation center.
by Meppi
Thu Oct 05, 2017 5:11 pm
Forum: Modding help
Topic: [Resolved] How to remove technologies from the base game
Replies: 4
Views: 2609

Re: [Resolved] How to remove technologies from the base game

That's true but it's more of a prove of concept at this point. I'm not even sure that i like it better than Klonan's version.
And it creates problems like the attack speed research and broken damage tooltips.
by Meppi
Thu Oct 05, 2017 5:07 pm
Forum: Modding help
Topic: auto-crop feature mangles beam sprites
Replies: 5
Views: 2879

Re: auto-crop feature mangles beam sprites

Your text files have some weird formatting issues. Factorio seems to be only able to read them while they're inside a zip file. I'm on Linux, so the file uses Unix newline LF instead of CRLF. That might be the problem. I guess that factorio's internal decompression handles it correctly. So the corr...
by Meppi
Wed Oct 04, 2017 6:30 pm
Forum: Modding help
Topic: auto-crop feature mangles beam sprites
Replies: 5
Views: 2879

Re: auto-crop feature mangles beam sprites

I reused the code and image dimensions of the destroyer-robot's beam and just changed the images and frame count. data:extend({ { type = "beam", name = "laser-beam-turret", flags = {"not-on-map"}, width = 0.5, damage_interval = 1, light = {intensity = 0.5, size = 10}, w...
by Meppi
Tue Oct 03, 2017 2:56 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [15.35] Beam weapons tooltip should consider damage_interval
Replies: 1
Views: 2797

[Dominik] [15.35] Beam weapons tooltip should consider damage_interval

Right now the tooltip for beam weapons shows shooting-speed and damage-amount. calculating the DPS with DPS = shooting-speed * damage-amount = 60/cooldown * damage-amount only works if damage_interval = duration . This is the case for the destroyer robot. But if we create a beam that does damage mor...
by Meppi
Tue Oct 03, 2017 11:13 am
Forum: Modding help
Topic: [Resolved] How to remove technologies from the base game
Replies: 4
Views: 2609

Re: How to remove technologies from the base game

That worked, thanks a lot!
by Meppi
Mon Oct 02, 2017 3:53 pm
Forum: Modding help
Topic: [Resolved] How to remove technologies from the base game
Replies: 4
Views: 2609

[Resolved] How to remove technologies from the base game

I'm experimenting with continuously firing beam laser turrets.
The laser-turret-speed tech chain doesn't make any sense in this context and creates problems.

I changed the effects to 0 as a workaround, but it's still visible and researchable.
How can i remove that tech chain from the game in a mod?
by Meppi
Mon Oct 02, 2017 3:19 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 60816

Re: [MOD 0.12.26] Laser Beam Turret

I might edit the graphics so that the first frames have at least some visibility to them - it may look slightly less pretty, but at least then you could see it as it was mowing down tiny biters. If I did so, Klonan, would you be happy with me posting the changed files here, and anyone else, would y...
by Meppi
Mon Oct 02, 2017 3:11 pm
Forum: Modding help
Topic: auto-crop feature mangles beam sprites
Replies: 5
Views: 2879

auto-crop feature mangles beam sprites

I'm posting this here and not as a bug report since it is not really a problem in the base game right now. If you created beam sprites with transparency, the auto-crop feature can crop the head, body and tail sprites differently. This causes the sprites to be misaligned. Let's look at the following ...
by Meppi
Thu May 04, 2017 12:11 am
Forum: Ideas and Suggestions
Topic: Passive requester chests
Replies: 3
Views: 2654

Re: Passive requester chests

An alternative to an additional chest could be the ability to enable/disable provider chests via circuit network. This way you could disable your provider chest based on the contents of the logistics network. As workaround you could set up an inserter to only load the provider chest with a small amo...
by Meppi
Wed May 03, 2017 3:39 pm
Forum: Resolved Problems and Bugs
Topic: [15.6] cooldown_modifier on atomic-bomb not working
Replies: 1
Views: 2174

[15.6] cooldown_modifier on atomic-bomb not working

The cooldown_modifier in ["ammo"]["atomic-bomb"].ammo_type has no effect.
I tried different values but it always has the same shooting speed as the other rockets.
by Meppi
Mon Sep 19, 2016 5:49 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.14.7] Destroyer's beam attack deals double damage
Replies: 4
Views: 3526

Re: [0.14.7] Destroyer's beam attack deals double damage

I want the beam to do 20 damage total, so i set the interval to 1, and duration to 20, However it would do 21 damage right? In the same way i want to do 5 damage, so i set duration to 100, and interval to 20, However it would do 6 damage That's correct, if you also set the beam damage to 1. You wou...
by Meppi
Mon Sep 19, 2016 2:12 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.14.7] Destroyer's beam attack deals double damage
Replies: 4
Views: 3526

[Posila] [0.14.7] Destroyer's beam attack deals double damage

With damage_interval = 20 on the beam and duration = 20 on the destroyer one attack deals damage twice, once at the start and once at the end of the duration, doubling the damage output.
by Meppi
Sat Sep 17, 2016 7:13 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 60816

Re: [MOD 0.12.26] Laser Beam Turret

Really nice mod! There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally. You can test this with the attached laser gun. It fires the same beam as the laser turret...
by Meppi
Sat Apr 09, 2016 5:47 pm
Forum: Mods
Topic: [MOD 0.13.x] Better Icons
Replies: 8
Views: 11153

Re: [MOD 0.12.x] Better Icons

I was expecting someone to dislike that one :lol:
If you want to disable an icon you don't like, you can simply remove the corresponding line from data.lua
by Meppi
Sat Apr 09, 2016 5:43 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 71461

Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-08)

Hi Arumba, the mod is working for me and it shows up in the tooltip as base->8L-Train-Project . I'm using it together with FARL 0.5.20 and RailTanker 1.1.3. However, activating the mod does not update the existing trains correctly. It can even cause the collision boxes to clip into each other, getti...

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