Search found 51 matches

by Atria
Fri Apr 03, 2020 3:28 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

Hi bennybobz, Complete spritesheet have 9 segments: 1 2 3 4 5 6 7 8 9 and 2, 4, 5, 6 and 8 must be tileable. Segment 5 must be 64x64, segments 2 and 8 must be 64 pixels wide and segments 4 and 6 must be 64 pixels high. It is not necessary but generalily easier to just make a sprite that would 3x3 me...
by Atria
Thu Apr 02, 2020 3:36 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

Hi, this would be a good replacement for 2xN warehouses. Basically shipping containers. I'd just prefer for it to be higher (now it looks like smaller than a player and shipping containers are about 3 meters high IRL). Also separate shadow sprite would be nice, so that game renders it correctly, but...
by Atria
Sun Mar 03, 2019 4:17 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.4] Desync when defines.events.on_lua_shortcut handler tries to modify player.cursor_stack
Replies: 1
Views: 1214

[Oxyd] [0.17.4] Desync when defines.events.on_lua_shortcut handler tries to modify player.cursor_stack

Description: My mod is using new shortcuts to insert item into player's cursor_stack. But when event handler of defines.events.on_lua_shortcut tries to call player.clean_cursor() or player.cursor_stack.can_set_stack(...) or player.cursor_stack.set_stack(...) it causes a client to desync. Code in que...
by Atria
Sat Oct 13, 2018 8:53 am
Forum: Modding help
Topic: Fluid connection from prototype
Replies: 2
Views: 698

Re: Fluid connection from prototype

I though so as well. I won't need it in 0.17 since my mod is trying to do the fluid optimalisation before 0.17 is released.
by Atria
Sat Oct 13, 2018 6:40 am
Forum: Modding help
Topic: Fluid connection from prototype
Replies: 2
Views: 698

Fluid connection from prototype

Does anyone knows if it's possible to get relative/absolute positions where a game entity could connect to pipe? Essentially get fluid_box.pipe_connections or fluid_boxes[1].pipe_connections from entity prototype?
by Atria
Tue Aug 28, 2018 2:04 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

The idea was: place any MxN area full of 1x1 chest and merge them into one entity. - If M or N is 1 => Chest (like the mod is now) - If M and N is between 2 and 6 => Warehouse - Otherwise => Trashdump Anyway it seems that Danielv123 won't be able to finish this request so the request still stands.
by Atria
Mon Aug 20, 2018 3:31 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

There will be some treshold where sprite switches between chest look, warehouse and trashdump. But sizes are completly arbiterary, configured in mod settings.
little preview of warehouses
by Atria
Mon Aug 20, 2018 2:53 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

Don't worry, I already have prepared warehouse sprites, I wait for Danielv123 to have time to make trash dump sprites. Once that is done, we'll finish final touches and I'll release it. For now I use 1x1 sprite and a looot of layers. GPU memory requirement should be really small. CPU performance is ...
by Atria
Mon Aug 20, 2018 4:11 am
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

I won't be allowing arbiterary shapes. Goal of next release is arbiterary size but still a rectangle.

Sorry
by Atria
Mon Jan 22, 2018 4:29 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

I added you. If it didn't work, add me:
Atria#9764
by Atria
Sat Jan 20, 2018 1:25 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 9398

Re: [Request] Chest, Warehouse and Trash dump sprites

I'm new to IRC so I don't know how to use IRC properly but when I tried it told me my IP is banned.

Do you have any solution or alternative mean of communication? Skype would be best for me.
by Atria
Wed Dec 20, 2017 5:44 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 42169

Re: [MOD 0.16] Compact Power

Mod doesn't work when using high resolution sprites. Mod tries to find sprite

Code: Select all

__CompactPower__/graphics/entity/hr-solar-panel/hr-solar-panel-mk2.png
instead of

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__CompactPower__/graphics/entity/solar-panel/hr-solar-panel-mk2.png
by Atria
Wed Dec 20, 2017 1:36 pm
Forum: Modding help
Topic: Item ignores subgroup and order
Replies: 2
Views: 834

Re: Item ignores subgroup and order

Oh, I didn't know entities also have subgroups. Thanks a lot, it works now.
by Atria
Wed Dec 20, 2017 12:36 pm
Forum: Modding help
Topic: Item ignores subgroup and order
Replies: 2
Views: 834

Item ignores subgroup and order

I have bunch of items that don't have a recipe (created by script) and their flags as { "hidden" } so they do clog up selection when configuring filter inserter and that sort of stuff. But I have problem with deconstruction planner which ignores these flags and the items are shown. I'm thi...
by Atria
Tue Dec 19, 2017 1:22 pm
Forum: Resolved Problems and Bugs
Topic: [16.2] Circuit connectors drawn under entity sprite when modding
Replies: 6
Views: 2729

Re: [16.2] Circuit connectors drawn under entity sprite when modding

I have mixed feeling about this - composing graphics from repeating smaller parts is great for not increasing already high VRAM requirements; but drawing lot of layers is not great for performance either. Well if it's under insane numbers it will probably be fine. I wirtten on mod portal that tha g...
by Atria
Tue Dec 19, 2017 11:30 am
Forum: Resolved Problems and Bugs
Topic: [16.2] Circuit connectors drawn under entity sprite when modding
Replies: 6
Views: 2729

Re: [16.2] Circuit connectors drawn under entity sprite when modding

It didn't occur to me that I can place those trouble making sprites in first 10 layers, so my problem is fixed but maybe that wierd glitch when placing entities near problematic entity is worthy of new bug report.
by Atria
Mon Dec 18, 2017 8:52 am
Forum: General discussion
Topic: Reopen bug report
Replies: 2
Views: 861

Re: Reopen bug report

Thanks for quick response.
by Atria
Mon Dec 18, 2017 8:52 am
Forum: Resolved Problems and Bugs
Topic: [16.2] Circuit connectors drawn under entity sprite when modding
Replies: 6
Views: 2729

Re: [16.2] Circuit connectors drawn under entity sprite when modding

The connector will render as 10th layer in 0.16.5 This only moves the problem. If entity has more than 10 layers and 10th layer is at place of circuit connector it's still hidden. See image 1. Or is there a way to put multiple sprites into one layer? Now i have: picture = { layers = { { filename = ...
by Atria
Mon Dec 18, 2017 8:09 am
Forum: General discussion
Topic: Reopen bug report
Replies: 2
Views: 861

Reopen bug report

If I reported a bug and it was "fixed" but the issue is still there do I create new bug report or post another response to old bug report that is now in "Resolved Problems and Bugs" category?
by Atria
Sat Dec 16, 2017 2:41 pm
Forum: Resolved Problems and Bugs
Topic: [16.2] Circuit connectors drawn under entity sprite when modding
Replies: 6
Views: 2729

Re: [16.2] Circuit connectors drawn under entity sprite when modding

To clarify: It works if using single sprite as picture. Not working when using

Code: Select all

picture = { layer = { ...list of single picture sprites... } }

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