Search found 1053 matches

by Bilka
Fri Dec 14, 2018 11:16 am
Forum: Modding help
Topic: Sprites won't accept size input?
Replies: 2
Views: 46

Re: Sprites won't accept size input?

According to 63353 setting scaleable to false should do the job.
by Bilka
Fri Dec 14, 2018 9:50 am
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 10
Views: 169

Re: Load modules from directories without version

To someone like Rseding, how do you program the game itself? you make edits to code, then press the "compile and run" button, right? I can't speak for Rseding, but I have scripts that do some stuff for me after compilation. Things like copying around the mods folder and launching a second instance ...
by Bilka
Thu Dec 13, 2018 7:31 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 502
Views: 26363

Re: Friday Facts #266 - Cleanup of mechanics

It does if you count Bobingabout! He might not be on your payroll but he does have source access and makes the single biggest modpack. His opinion doesn't count? We don't do favoritism. His opinion counts just as much as yours or as much AntiElite 's (a good friend of mine and most popular speedrun...
by Bilka
Tue Dec 11, 2018 9:20 pm
Forum: Modding help
Topic: Unknown Entity Name
Replies: 4
Views: 48

Re: Unknown Entity Name

The build function expects an entity. What you provided was an item name (you printed the item prototypes). Now, the thing is, even if you provide the right name the function will still not work, because you want to build a tile, not an entity. The mod seems to not support placing tiles. You will ha...
by Bilka
Tue Dec 11, 2018 8:29 pm
Forum: Modding help
Topic: Unknown Entity Name
Replies: 4
Views: 48

Re: Unknown Entity Name

What mod are you using? What exactly is the error? What are you inputting?
by Bilka
Sun Dec 09, 2018 11:24 am
Forum: Modding help
Topic: mapseed, replay, cliff-settings in presets-file
Replies: 5
Views: 83

Re: mapseed, replay, cliff-settings in presets-file

I am beginning to wonder why it seems to be such a Problem simply posting the precise Solution instead of hinting and saying "that is not how it is done". I tend to help by explaining instead of simply presenting the finished product, since it usually means that the person understands what they are...
by Bilka
Sun Dec 09, 2018 10:21 am
Forum: Modding help
Topic: mapseed, replay, cliff-settings in presets-file
Replies: 5
Views: 83

Re: mapseed, replay, cliff-settings in presets-file

menschmaschine wrote:
Sat Dec 08, 2018 11:09 pm
Cliffs=
{
cliff_elevation_0 = 2.5,
cliff_elevation_interval = 2.5,
},
You can't just randomly change the key. It has to be "cliff_settings" like you had in your first post.
by Bilka
Sat Dec 08, 2018 10:34 pm
Forum: Modding help
Topic: mapseed, replay, cliff-settings in presets-file
Replies: 5
Views: 83

Re: mapseed, replay, cliff-settings in presets-file

The map seed is just "seed", although while the game reads it, the field in the gui is not set. Replays cannot be enabled/disabled based on preset. The cliff settings are what you pasted into the post, put them under the basic_settings. Here is what they mean: https://lua-api.factorio.com/latest/Con...
by Bilka
Sun Dec 02, 2018 11:09 am
Forum: Mods
Topic: [MOD 0.15, 0.16] New Game+
Replies: 31
Views: 3967

Re: [MOD 0.15, 0.16] New Game+

Version 2.1.3 is out:
  • Added custom event so that other mods are notified when I reset technologies.
by Bilka
Wed Nov 28, 2018 11:38 pm
Forum: Implemented mod requests
Topic: Hiding of resistances.
Replies: 6
Views: 161

Re: Hiding of resistances.

It does. It also comes with LuaControl::character_running_speed for some reason (inside joke/poke at content of Bilka's pull request) I find it awkward to make pull requests with like 10 lines of changes (or 1 line ... points at last few bugfix PRs ) , so I often end up putting multiple unrelated A...
by Bilka
Wed Nov 28, 2018 9:32 pm
Forum: Implemented mod requests
Topic: LuaControl.chatacter_running_speed
Replies: 1
Views: 119

Re: LuaControl.chatacter_running_speed

Added for 0.17.
by Bilka
Wed Nov 28, 2018 9:31 pm
Forum: Implemented mod requests
Topic: Hiding of resistances.
Replies: 6
Views: 161

Re: Hiding of resistances.

Okay, I added DamageType::hidden for 0.17.
by Bilka
Wed Nov 28, 2018 5:26 am
Forum: Bug Reports
Topic: [0.16.51] Sprite shifting itself after second boot without shift present in proto
Replies: 8
Views: 267

Re: [0.16.51] Sprite shifting itself after second boot without shift present in proto

You are misreading our posts. There is no saving involved. The issue is seriously as "magical" as we are describing it. That is why I had him report something that I can't reproduce in the newest version.

Edit: Well, I wanted to make a video and now I cant reproduce the issue even in 0.16...
by Bilka
Tue Nov 27, 2018 9:59 pm
Forum: Implemented mod requests
Topic: Transport line neighbours
Replies: 7
Views: 296

Re: Transport line neighbours

Bilka is currently tied up writing a 2D drawing system that can be used, so I imagine it not really happening right now. I'm doing small requests today because I don't have time for the big change I have to make :D The TransportLine does know inputs in *some* way, but when I experimented with it wh...
by Bilka
Tue Nov 27, 2018 9:20 pm
Forum: Implemented mod requests
Topic: luaTrain:rails and luaEntity:rails
Replies: 1
Views: 198

Re: luaTrain:rails and luaEntity:rails

I added LuaTrain::get_rails() for 0.17.
by Bilka
Tue Nov 27, 2018 9:12 pm
Forum: Implemented mod requests
Topic: Request for Selection Tool Entity Filter
Replies: 2
Views: 264

Re: Request for Selection Tool Entity Filter

The original request was added for 0.17.
by Bilka
Tue Nov 27, 2018 6:05 am
Forum: Bug Reports
Topic: [0.16.51] Sprite shifting itself after second boot without shift present in proto
Replies: 8
Views: 267

Re: [0.16.51] Sprite shifting itself after second boot without shift present in proto

TruePikachu wrote:
Tue Nov 27, 2018 3:20 am
This wouldn't be related to cached atlases, right?
I'd assume no, since even loading map, closing map, loading map fixes it, which doesn't touch the atlas since you don't close/reopen the game.

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