Search found 114 matches
- Sun Oct 13, 2019 3:26 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Name my mod (about combinators)
- Replies: 8
- Views: 574
Re: [Request] Name my mod (about combinators)
I've abandoned Factorio for quite a while...
- Wed Mar 20, 2019 1:40 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 72723
Re: [MOD 0.12.12+] Research queue 1.2.6
I would really liked if you did posted your work on mod portal under another name, say "Research queue Rewritten". Because this way i could simply install it with mod gui. Try it out. Disable or enable. Update it when some bugs are fixed. Also this would allow this old mod to finally rest in peace a...
- Mon Mar 18, 2019 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserter GUI hint is incorrect
- Replies: 1
- Views: 133
Inserter GUI hint is incorrect
You can see that actually 4 inserters work, but GUI only highlights 3 of them as connected to the wagon.
- Fri Feb 01, 2019 12:55 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 72723
Re: [MOD 0.12.12+] Research queue 1.2.6
One more note: 0.17 is coming. There will be big GUI changes in it. I would not recommend rewriting the mod before 0.17 is here.
- Fri Feb 01, 2019 12:53 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 72723
Re: [MOD 0.12.12+] Research queue 1.2.6
Well, this is because the images for thouse science packs are not loaded. They are not loaded likely because dependency RQ -> other mods are missing. RQ must run the last to process all the images. Hi, I'm quite new to Factorio modding. I've been poking this mod and customizing it to my taste a bit...
- Sun Jan 27, 2019 2:23 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 24201
Re: Friday Facts #279 - Train GUI & Modern Spitter
To be fair there is an interesting idea here: Ctrl+Click to move at the designated point. If you are in the train, "Train drives to nearest rail to clicked point". If you are in Car, use it but avoid trees. If you are in Tank ignore trees and move to nearest point. If you are not in vehicle, Charac...
- Sun Jan 27, 2019 2:12 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 24201
Re: Friday Facts #279 - Train GUI & Modern Spitter
GUI Progress bar of train condition should change color when fullfilled or else you won't see if its 8000 plates or 7999 plates both will render "Almost all is full". I mean color green if condition is fullfilled and color blue if it's in progress. This would also make it more consistent for Circuit...
- Wed Jan 16, 2019 9:45 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 72723
Re: [MOD 0.12.12+] Research queue 1.2.6
Well, this is because the images for thouse science packs are not loaded.
They are not loaded likely because dependency RQ -> other mods are missing.
RQ must run the last to process all the images.
They are not loaded likely because dependency RQ -> other mods are missing.
RQ must run the last to process all the images.
- Mon Jan 14, 2019 10:30 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 72723
Re: [MOD 0.12.12+] Research queue 1.2.6
Are there any known interactivity issues between this mod and some of the science-overhaul mods that introduce a greater number of science-bottle colors and variants? RQ uses data-final-fixes.lua This means that any mod that changes graphics or technologies or their requirements in data-final-fixes...
- Sun Jan 13, 2019 10:12 am
- Forum: Resolved Problems and Bugs
- Topic: Smelter's input inserter stuck
- Replies: 5
- Views: 1086
- Wed Jan 09, 2019 4:02 pm
- Forum: Modding interface requests
- Topic: Proper documentation for "data.lua"
- Replies: 7
- Views: 445
Re: Proper documentation for "data.lua"
but https://wiki.factorio.com/Types - is missing What would be on that page? The different types have literally nothing in common. Well I just wanted all sprite related types on some page to figure out what types of sprites are there and maybe finding out which entities do I need to use to implemen...
- Wed Jan 09, 2019 3:55 pm
- Forum: Modding interface requests
- Topic: Proper documentation for "data.lua"
- Replies: 7
- Views: 445
Re: Proper documentation for "data.lua"
I think you are missing a fundamental thing: How graphics are rendered all depends on the entity you are using. You cannot pick one "graphics type". Instead you pick an entity and then deal with the way it loads its graphics. I do understand this. But this is implementation approach: you have entit...
- Wed Jan 09, 2019 3:52 pm
- Forum: Wiki Talk
- Topic: Wiki request - "Guidlines to entity composition"
- Replies: 1
- Views: 635
Wiki request - "Guidlines to entity composition"
Of cource that would be nice if we had highly modular architecture, which was discussed and requested But it's too late to think about it since it's complete rewrite of the whole engine: https://forums.factorio.com/viewtopic.php?f=221&t=24064#p151491 ... and I agree with that. Of course separating U...
- Wed Jan 09, 2019 8:37 am
- Forum: Modding interface requests
- Topic: Proper documentation for "data.lua"
- Replies: 7
- Views: 445
Re: Proper documentation for "data.lua"
Thanks VERY much! It's great! Pity there is no link to it from Factorio API. Can you add it please? There are some issues found by the first glance: https://wiki.factorio.com/Prototype/Sprite - is empty https://wiki.factorio.com/Types/SpriteNWaySheet - is empty Many interesting fields has no descrip...
- Wed Jan 09, 2019 7:58 am
- Forum: Modding interface requests
- Topic: Proper documentation for "data.lua"
- Replies: 7
- Views: 445
Proper documentation for "data.lua"
We have good docs for API here: https://lua-api.factorio.com/0.16.51/ But we don't have any docs for what we feed into "data.extend" from "data.lua" or "data-updates" etc. As a workaroud there is some info: - Scattered in quite many old forum topics mixed with some many-paged discussuions - Some inf...
- Wed Jan 09, 2019 7:37 am
- Forum: General discussion
- Topic: Question regarding trains
- Replies: 8
- Views: 1113
- Tue Jan 08, 2019 5:09 pm
- Forum: General discussion
- Topic: Question regarding trains
- Replies: 8
- Views: 1113
Re: Question regarding trains
Its hard/impossible to do it even for devs of factorio engine. Because it would need to split and recombine trains going into the tunnel. This would also require teleporting the train partially (by wagons) while keeping it's velocity and keeping it whole (you can stop it in the middle, while locomot...
- Mon Jan 07, 2019 9:19 am
- Forum: Resolved Problems and Bugs
- Topic: Smelter's input inserter stuck
- Replies: 5
- Views: 1086
Re: Smelter's input inserter stuck
Here you go.
Its version 0.16.51.
Mod is requered to reproduce the behavior - it's also inside zip.
To restart the production line just rotate input inserter, or rotate undeground belt, or rebuild the smelter...
- Fri Jan 04, 2019 8:28 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Name my mod (about combinators)
- Replies: 8
- Views: 574
Re: [Request] Name my mod (about combinators)
Thanks! All of you!
I would never imagine this good names. All I came with is "Invisible Combinators"
Combinissimo - wins, I'll use it as the mods name
Combonator - wins as primary item & entity name
https://github.com/yuyaryshev/Combinissimo
Mod is under development, it won't run yet...
I would never imagine this good names. All I came with is "Invisible Combinators"
Combinissimo - wins, I'll use it as the mods name
Combonator - wins as primary item & entity name
https://github.com/yuyaryshev/Combinissimo
Mod is under development, it won't run yet...
- Thu Jan 03, 2019 8:44 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Name my mod (about combinators)
- Replies: 8
- Views: 574
[Request] Name my mod (about combinators)
I can't come up with a good name for two mods I'm developing: The first one: A complex combinator, inside which you can have many combinators. This complex combinator have input and output legs. You can open in and edit layout inside it, than you save it and get a small entity (1x1) which ressembles...