Search found 29 matches
- 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.
- 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
0.16.16 works fine
Code: Select all
./factorio: error while loading shared libraries: libsteam_api.so: cannot open shared object file: No such file or directory
- 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.
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.
- 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.
- 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.
- 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.
And it creates problems like the attack speed research and broken damage tooltips.
- 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...
- 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...
- 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...
- 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!
- 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?
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?
- 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...
- 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 ...
- 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...
- 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.
I tried different values but it always has the same shooting speed as the other rockets.
- 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...
- 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.
- 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...
- 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
If you want to disable an icon you don't like, you can simply remove the corresponding line from data.lua
If you want to disable an icon you don't like, you can simply remove the corresponding line from data.lua
- 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...