Search found 160 matches

by moon69
Thu Feb 18, 2021 3:27 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 35
Views: 3211

Re: [1.1] bugs and balance issues.

bobores_1.1.0/prototypes/sulfur.lua appears to be missing:

Code: Select all

icon_size = 64,
icon_mipmaps = 4,
This gives the wrong size icon in LuaGuiElement
β†’ choose-elem-button (with type = "entity")...
sulfur icon size issueA.png
sulfur icon size issueA.png (66.23 KiB) Viewed 702 times
by moon69
Sat Feb 06, 2021 8:38 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 31
Views: 5178

Re: [1.1] Bob's Mods: General Discussion

ptx0 wrote: ↑
Fri Feb 05, 2021 10:32 pm
that's really just asking for too much imo, there's already too many variables in how things can be set up.
I agree perhaps that for new factories the option is not required.
However, to me it seems unkind to introduce factory breaking changes without making them optional.
by moon69
Fri Feb 05, 2021 5:52 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 31
Views: 5178

Re: [1.1] Bob's Mods: General Discussion

Version: 1.1.2 Date: 06. 12. 2020 Changes: - Extra Chemistry will replace Water with Hydrogen Peroxide in Sulfuric acid and Nitric acid recipes. My existing base is is using water for Sulfuric Acid etc. but if I turn off "Extra Chemistry" it removes loads of other stuff (Limestone etc.). ...
by moon69
Fri Feb 05, 2021 11:45 am
Forum: General discussion
Topic: FFF email forum link is a bit smelly
Replies: 3
Views: 511

FFF email forum link is a bit smelly

When a new FFF is released, I get an email from <newsletter@factorio.com> that has a link to the FFF that looks like this... You can read it on our website: https://factorio.com/blog/post/fff-365 However the link is actually to https://newsletter.factorio.com/links/QJ-NLJ_Ai/Km9uSnxm9/vqFyYyWJ1yP/JJ...
by moon69
Fri Nov 06, 2020 12:49 am
Forum: Modding help
Topic: serpent.block(data.raw) incorrect values
Replies: 5
Views: 340

Re: serpent.block(data.raw) incorrect values

The link correctly says "by default". Nothing stops you from turning comments on again. It's not always desync safe, but that doesn't matter if you just want to look at data.raw. Thanks - thought I tested that - but obviously not! Certainly helps in identifying which values are affected. ...
by moon69
Fri Nov 06, 2020 12:41 am
Forum: Modding help
Topic: serpent.block(data.raw) incorrect values
Replies: 5
Views: 340

Re: serpent.block(data.raw) incorrect values

I could just restore old behavior with nil's if highly requested because script context is no longer saved using serpent ( 0.18.28 ). Thanks, but don't think nil vs 0 would make much difference - it was really just obfuscating the underlying working of serpent. I've hacked serpent.lua and it seems ...
by moon69
Thu Nov 05, 2020 7:47 pm
Forum: Modding help
Topic: serpent.block(data.raw) incorrect values
Replies: 5
Views: 340

serpent.block(data.raw) incorrect values

I finally figured out why so many fields in my log(serpent.block(data.raw)) were 0 where I expected tables... serpent.block() outputs nil for shared/self-referenced tables, Factorio's version of serpent changes nil to 0 (patch 0.18.15 ) Factorio's version of serpent doesn't allow comments turns comm...
by moon69
Tue Oct 27, 2020 10:30 am
Forum: Modding help
Topic: Show underground indicators from script
Replies: 2
Views: 183

Re: Show underground indicators from script

No worries will roll my own. Thanks.
by moon69
Tue Oct 27, 2020 10:03 am
Forum: Modding help
Topic: Show underground indicators from script
Replies: 2
Views: 183

Show underground indicators from script

Is it possible to programatically trigger the yellow built-in underground indicators (like when you hover on an underground belt end)?
UndergroundVisuals.png
UndergroundVisuals.png (107.37 KiB) Viewed 183 times
by moon69
Thu Oct 08, 2020 5:09 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 64
Views: 5624

Re: [1.0] bugs and balance issues.

Thanks Bob for your mods to date... I do hope you return to "active status" at some stage.
by moon69
Thu Oct 08, 2020 11:22 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 64
Views: 5624

Re: [1.0] bugs and balance issues.

Some errors appear in log for "Bob's Logistics" (with only "Bob's Functions Library mod" installed)... 1.268 Script @__boblibrary__/technology-functions.lua:540: stack traceback: __boblibrary__/technology-functions.lua:540: in function 'add_prerequisite' __boblogistics__/prototyp...
by moon69
Mon Oct 05, 2020 7:20 pm
Forum: Modding help
Topic: Equipment image layer shift issue
Replies: 0
Views: 122

Equipment image layer shift issue

How can I shift my equipment mask? Fusion-no-crop.png The mask image is 128 x 128 like the base image... sprite = { layers = { {filename = "__base__/graphics/equipment/fusion-reactor-equipment.png", height = 128, priority = "medium", width = 128}, { filename = "__TestMod__/g...
by moon69
Mon Sep 07, 2020 7:20 am
Forum: Fan Art
Topic: Have cake. Want (hires icon) icing.
Replies: 5
Views: 990

Re: Have cake. Want (hires icon) icing.

Cool - didn't think to look for a fan-art forum :)
by moon69
Sun Sep 06, 2020 2:38 pm
Forum: Mod portal Discussion
Topic: /api/mods endpoint incorrectly returns "short" Result_Entry
Replies: 0
Views: 123

/api/mods endpoint incorrectly returns "short" Result_Entry

The /api/mods endpoint documentation indicates it returns a Mod_List_Response , which contains an array of Result_Entry . When calling the endpoint with 'page' and 'page_size' GET parameters, this correctly returns the fields listed in the Result_Entry "api/mods endpoint" column. However w...
by moon69
Sat Sep 05, 2020 8:06 pm
Forum: Mod-/Installation-Handling
Topic: Mod zips with multiple folders in root
Replies: 0
Views: 186

Mod zips with multiple folders in root

In the case where there are multiple valid folders in the root of a mod zip, how does Factorio choose which folder to use?
EG:

Code: Select all

TestMod_1.0.0.zip
	β”‚
	β”œβ”€β”€β”€FolderA
	β”‚   β”‚   info.json
	β”‚   β”‚   ...
	β”‚
	β”œβ”€β”€β”€TestMod
	β”‚   β”‚   info.json
	β”‚   β”‚   ...
	β”‚
	└───TestMod_1.0.0
	    β”‚   info.json
	    β”‚   ....
by moon69
Sat Sep 05, 2020 7:42 pm
Forum: Fan Art
Topic: Have cake. Want (hires icon) icing.
Replies: 5
Views: 990

Re: Have cake. Want (hires icon) icing.

Thanks - I like it!

Length-wise it's actually good for me - enough time for my keyboard mapping to load :)
by moon69
Fri Sep 04, 2020 8:24 pm
Forum: Fan Art
Topic: Have cake. Want (hires icon) icing.
Replies: 5
Views: 990

Have cake. Want (hires icon) icing.

Bought myself a new rig (homemade cake) to celebrate Factorio 1.0 (delicious Wube cake). Sadly my previous 128px Factorio desktop icon is not cutting it at 3440p... lazy-bastard-F.png Unfortunately my drawing skills are on par with a monkey . Anyone care to share their custom hi-res launcher icons? ...
by moon69
Thu Jul 23, 2020 4:15 pm
Forum: Modding help
Topic: How to style disabled buttons brighter?
Replies: 2
Views: 200

Re: How to style disabled buttons brighter?

There are a whole lot of goodies in there ! Thank you.
by moon69
Thu Jul 23, 2020 4:01 pm
Forum: Modding help
Topic: How to style disabled buttons brighter?
Replies: 2
Views: 200

How to style disabled buttons brighter?

Images on crafting slots for items missing ingredients appear to be ~50% opacity... DisabledButton.png How can I make the button on the right look like the one on the left? I've been experimenting with disabled_graphical_set , but can't figure out how make a disabled button look as bright as a norma...
by moon69
Sat Jul 18, 2020 7:18 am
Forum: Modding help
Topic: Find style name in-game
Replies: 2
Views: 196

Re: Find style name in-game

Perfect thanks :)

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