Search found 142 matches

by evildogbot100
Tue Apr 20, 2021 3:26 pm
Forum: Modding interface requests
Topic: render_layer for sticker
Replies: 1
Views: 140

Re: render_layer for sticker

Apparently, my use case can be satisfied using LuaRendering. However, the idea of more control over render_layer itself might have some use in other case
by evildogbot100
Mon Apr 19, 2021 10:14 pm
Forum: Modding interface requests
Topic: render_layer for sticker
Replies: 1
Views: 140

render_layer for sticker

I would like for sticker to have render_layer so I can render sticker behind the object it sticks to. Would like if this is extended to all animation, but just sticker is fine. My idea was to make an idle animation for enemy units that is decoupled from its actual movement, which I decided to invest...
by evildogbot100
Mon Apr 19, 2021 9:07 pm
Forum: Modding help
Topic: Animation Render Layer
Replies: 0
Views: 86

Animation Render Layer

Is there a way to control animation rendering layer for objects that doesn't have an explicit render_layer property? e.g. I want a sticker that renders below the object it sticks to.
by evildogbot100
Fri Apr 16, 2021 1:23 am
Forum: Modding help
Topic: How do I use sound aggregation?
Replies: 0
Views: 80

How do I use sound aggregation?

I wanted a sound to be played at most once every tick, so that they can't stack up and make one giant loud sound. I tried to use sound aggregation but it seems to not work? sound = { aggregation = { max_count = 1, remove = true, }, filename = "__sc-redux__/sound/dragbull.wav", volume = 1 }...
by evildogbot100
Thu Jun 27, 2019 6:32 pm
Forum: Modding discussion
Topic: Fluid fueled locomotives?
Replies: 5
Views: 841

Re: Fluid fueled locomotives?

Hi, I'm the creator of Diesel Locomotive mod. Thank you for giving so much effort into diesel locomotive. Regarding the pumps, if I'm not mistaken, you can give its energy requirement very small number like DBL_EPSILON or FLT_EPSILON and it will works just fine without any power pole. I believe it i...
by evildogbot100
Thu Feb 01, 2018 10:22 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 29085

Re: So... Let's talk about bots, and how to fix them properly...

No, you are the one missing the point here. No one intended to nerf bots for the sake of belts. Bot nerf advocates most likely want to nerf bots just for the sake of it. We just think bots are too cheaty so we don't use it at all. The idea here is to change something that is perceived as a cheat to ...
by evildogbot100
Wed Jan 31, 2018 7:28 pm
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 9920

Re: [MOD 0.16] Diesel Locomotive

To Steinio, thanks for using/testing my mod, I will check geothermal around the weekend to see the problem. Diesel locomotive only search for fluids, that means geothermal have a fluid with no icon. Most likely I will implement some check for fluid with no icon for next version.
by evildogbot100
Wed Jan 31, 2018 7:22 pm
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 9920

Re: [MOD 0.16] Diesel Locomotive

Personally, I like them separate. I would say, though, to swap the graphics between the two trains so that the diesel looks like the newer / more advanced one. ;) Why tho? I thought people want to leave the vanilla one alone. Is there any way to change this code so that it will dynamically query th...
by evildogbot100
Mon Jan 29, 2018 7:50 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 9920

Re: [MOD 0.16] Diesel Locomotive

I'm thinking of changing the mod from making a separate train that accepts fluid fuel to just forcing vanilla locomotive to accept fluid fuel IN ADDITION to solid fuel. How do you guys think?
by evildogbot100
Tue Jan 23, 2018 2:59 pm
Forum: Ideas and Suggestions
Topic: Diesel. Liquid fuel instead of solid fuel
Replies: 50
Views: 6659

Re: Omni-liquid Fuel Burning for Vehicles

I made a diesel locomotive mod that pretty much do what you requested, only for train though. If you want a feature I might implement it.
by evildogbot100
Sun Jan 21, 2018 11:55 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 29085

Re: So... Let's talk about bots, and how to fix them properly...

You are correct at nailing the real problem of bots. They just don't present enough problem to be fun. There is just not many optimisation tricks you can do with bots. Unfortunately, I still think that any change to bots except for complete overhaul won't cut it to raise its complexity. That's why o...
by evildogbot100
Thu Jan 18, 2018 8:00 am
Forum: General discussion
Topic: Mega-Base from the devs
Replies: 17
Views: 7860

Re: Mega-Base from the devs

Honestly, even if bots are nerfed to the ground, they still have the fundamental issue of being simple. There is much fewer optimisations trick you can do with bots than you do with belts. That's why the idea of replacing bots with cable car seems the best solution for me. UPS-wise, you can buff bot...
by evildogbot100
Tue Jan 16, 2018 1:54 pm
Forum: Modding help
Topic: Graphic tint on terrain
Replies: 4
Views: 874

Re: Graphic tint on terrain

How about decoratives?
by evildogbot100
Tue Jan 16, 2018 1:27 pm
Forum: Modding help
Topic: Graphic tint on terrain
Replies: 4
Views: 874

Graphic tint on terrain

Hello, is it possible to use tint for terrain graphics? To reduce atlas as well as file size.
by evildogbot100
Tue Jan 16, 2018 10:40 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 253
Views: 70859

Re: [MOD 0.14] Alien Biomes

I noticed that a lot of assets are just a recolor of each other, is it possible to just use tint while referring to the same file to reduce atlas? Also to reduce file size as well. Edit : it's actually impossible for terrain but fine for decoratives https://forums.factorio.com/viewtopic.php?f=25&...
by evildogbot100
Mon Jan 15, 2018 9:31 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 253
Views: 70859

Re: [MOD 0.14] Alien Biomes

I don't know if it is intended but I think those trees don't belong there. Disabled all terrain except frozen, then this thing happened.
by evildogbot100
Mon Jan 15, 2018 4:15 am
Forum: General discussion
Topic: Improving Logistic Bots - Cable Roads
Replies: 4
Views: 1167

Re: Improving Logistic Bots - Cable Roads

This is actually good. Part of why I don't use bots isn't because of their cheaty throughput. Even if they are nerfed to the ground I still not interested in using them. My main reason being they are just too simple. With belts, you have to deal with space limitation, routing, belt weaving, compress...
by evildogbot100
Sat Jan 13, 2018 3:07 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 31034

Re: [MOD 0.16] Helicopters

I don't know, it's not my idea so I haven't think of that, if SHIFT+H is unused, you could use that also I think. H for helicopter for both hotkey seems nice.
by evildogbot100
Thu Jan 11, 2018 6:50 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 31034

Re: [MOD 0.16] Helicopters

CTRL+H maybe, H for helicopter. Besides as long as it is configurable it's not a big deal.
by evildogbot100
Tue Jan 09, 2018 9:25 am
Forum: Ideas and Suggestions
Topic: Belt Bridges
Replies: 10
Views: 2295

Re: Belt Bridges

Whatever you do, only 1 lane of belt can be shown in an intersection. The current overground belt is functionally the same as your suggestion.

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