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by Bilka
Fri Jun 10, 2022 3:21 pm
Forum: Modding interface requests
Topic: combat soundtrack?
Replies: 5
Views: 374

Re: combat soundtrack?

Moved to modding interface requests since that was the original intention, at least as far as I remember the conversation on discord. The counter arguments given don't really apply here, so I am also keeping this out of won't implement until a programmer says that this isn't feasible as a mod feature.
by Bilka
Fri Jun 10, 2022 2:53 pm
Forum: Modding discussion
Topic: TurretPrototype startAttackinOnlyWhenCanShoot
Replies: 3
Views: 145

Re: TurretPrototype startAttackinOnlyWhenCanShoot

I split this post from Small documentation improvement requests . `start attackin only when can shoot` This property is only visible in the prototype explorer and cannot be read or modified by mods in any way. Considering that your post doesn't contain a documentation request, there is not much I ca...
by Bilka
Sun Jun 05, 2022 12:51 pm
Forum: Technical Help
Topic: [1.1.59][Multiplayer][SOLVED] UPS jump up followed by a disconnect of a player
Replies: 9
Views: 340

Re: [1.1.59][Multiplayer] UPS jump up followed by a disconnect of a player

I see you're running flib (Factorio library mod). Try setting its translation per tick value lower in the mod settings. I cannot find the whole thing I'm remembering about this and what I can find is old-ish, but it might help.
by Bilka
Thu May 19, 2022 7:21 pm
Forum: Not a bug
Topic: [1.1.59] Missing sprite specification - render preparation too high
Replies: 2
Views: 144

Re: [1.1.59] Missing sprite specification - render preparation too high

turn off "log-stack-trace-on-non-critical-exception" in the rest settings
by Bilka
Mon May 16, 2022 11:19 am
Forum: Modding interface requests
Topic: [0.16.22] Missing robot animation
Replies: 4
Views: 848

Re: [0.16.22] Missing robot animation

Hello, I moved the report to modding interface requests. Animating idle state nor in_motion state is not currently supported. Hello um, does that limitation still exist? Yes. I've also documented it on the wiki, so it should now be clear that despite the type being RotatedAnimation, only the first ...
by Bilka
Mon May 16, 2022 11:06 am
Forum: Modding help
Topic: Questions about assembler entity types
Replies: 8
Views: 561

Re: Questions about assembler entity types

Okay well apparently there is a / 2 for the conversion of performance (basically crafting speed and power satisfaction) to frameReference for crafting machines. I don't know why that is there (the original / 2 is from 2014), so I guess you'll just have to mulitply by 2. Ok, thanks! So this means th...
by Bilka
Sun May 15, 2022 7:29 am
Forum: Modding discussion
Topic: How do I animate a texture?
Replies: 35
Views: 729

Re: How do I animate a texture?

See viewtopic.php?p=343228#p343228 (old, but may still apply).
by Bilka
Thu May 12, 2022 5:23 pm
Forum: Modding help
Topic: Questions about assembler entity types
Replies: 8
Views: 561

Re: Questions about assembler entity types

Thanks for the response, Bilka. For the animation speed, I have not set constant_speed, and crafting_speed = 1. Is the animation speed (as cited) based on a crafting_speed other than 1? Okay well apparently there is a / 2 for the conversion of performance (basically crafting speed and power satisfa...
by Bilka
Thu May 12, 2022 4:31 pm
Forum: Modding help
Topic: Questions about assembler entity types
Replies: 8
Views: 561

Re: Questions about assembler entity types

According to the wiki, animation_speed at the default value of 1 is supposed to play an animation at a rate of 1 frame per tick (60 fps). In my testing, it seems to actually be at a rate of 1 frame per 2 ticks (30 fps). IE, if I have a 9 frame animation that I want to play over the course of 1 minu...
by Bilka
Fri Apr 29, 2022 6:21 pm
Forum: Ideas and Suggestions
Topic: Make the laser turret max consumption show the most it can consume
Replies: 31
Views: 828

Re: Make the laser turret max consumption show the most it can consume

the consumption is never at what the tooltip says. its always either at 9.6 MW or 24 kW. even if its it filling up the buffer, thats the whole way it shoots. it shoots by filling up the buffer then firing. if we don't consider filling the buffer as consumption, then its real max consumption would b...
by Bilka
Fri Apr 29, 2022 4:31 pm
Forum: Ideas and Suggestions
Topic: Make the laser turret max consumption show the most it can consume
Replies: 31
Views: 828

Re: Make the laser turret max consumption show the most it can consume

for laser turrets, they never consume what is displayed. they consume joules (which if you think about it is infinite watts) I can't think of any other thing that does this right now, but it means the amount of watts it takes from your factory is determined only by the input speed limit They consum...
by Bilka
Fri Apr 29, 2022 3:08 pm
Forum: Duplicates
Topic: [1.1.57] Cliff not marked for deconstruct when placing blueprint
Replies: 2
Views: 227

Re: [1.1.57] Cliff not marked for deconstruct when placing blueprint

Duplicate of 66400 (which is resolved for the next release).
by Bilka
Fri Apr 22, 2022 1:22 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 464997

Re: Accumulator / Solar panel ratio

Someone made an edit on the solar panel wiki page, changing It takes 23.8 solar panels to operate 1 MW of factory '''and''' charge 20 accumulators to sustain that 1 MW through the night. to 25 accumulators. The accumulator page links to this thread to explain the 20 accumulators (instead of 25), cit...
by Bilka
Thu Mar 31, 2022 4:03 pm
Forum: Modding help
Topic: Dependencies again
Replies: 4
Views: 458

Re: Dependencies again

Pi-C wrote:
Thu Mar 31, 2022 3:57 pm
Bilka wrote:
Thu Mar 31, 2022 3:52 pm
currently not an option.
Does that mean it will be in the future? :-D
The "currently" is just a bad typing habit :p
by Bilka
Thu Mar 31, 2022 3:56 pm
Forum: Implemented mod requests
Topic: More info for fluid generators
Replies: 9
Views: 1393

Re: More info for fluid generators

curiosity wrote:
Wed Mar 30, 2022 7:07 pm
A lot of Nexela's PRs didn't make it to the changelog, AFAICT.
That is incorrect, only the changelog for this forum thread was forgotten. The changelog line would have been:
Added LuaEntityPrototoype::burns_fluid, scale_fluid_usage, destroy_non_fuel_fluid, and max_power_output read.
by Bilka
Thu Mar 31, 2022 3:52 pm
Forum: Modding help
Topic: Dependencies again
Replies: 4
Views: 458

Re: Dependencies again

Pi-C wrote:
Thu Mar 31, 2022 2:43 pm
I understand that "~ for a dependency that does not affect load order" means it doesn't matter what mod is loaded first, but both mods must be active. Is that correct?
Yes.

A soft dependency that does not affect load order is currently not an option.
by Bilka
Mon Mar 28, 2022 10:10 am
Forum: Implemented mod requests
Topic: bar_width during control
Replies: 2
Views: 488

Re: bar_width during control

This was added in 1.1.47.
by Bilka
Tue Mar 15, 2022 9:08 pm
Forum: Implemented mod requests
Topic: More info for fluid generators
Replies: 9
Views: 1393

Re: More info for fluid generators

This has been added in the next release (1.1.57).
by Bilka
Tue Mar 15, 2022 9:08 pm
Forum: Implemented mod requests
Topic: [Request] Expose Radar Scan Progress to Lua
Replies: 2
Views: 3413

Re: [Request] Expose Radar Scan Progress to Lua

This has been added in the next release (1.1.57).

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