Search found 114 matches

by thelordodin
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...
by thelordodin
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...
by thelordodin
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.
Transfer.png
Transfer.png (364.86 KiB) Viewed 133 times
by thelordodin
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.
by thelordodin
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...
by thelordodin
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...
by thelordodin
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...
by thelordodin
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.
by thelordodin
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...
by thelordodin
Sun Jan 13, 2019 10:12 am
Forum: Resolved Problems and Bugs
Topic: Smelter's input inserter stuck
Replies: 5
Views: 1086

Re: Smelter's input inserter stuck

Rseding91 wrote:
Sun Jan 13, 2019 4:30 am
Thanks for the save. I was able to pinpoint what was broken and it's now fixed for 0.17.
Awesome! Now I'll be able to use and publish my mod :)
by thelordodin
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...
by thelordodin
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...
by thelordodin
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...
by thelordodin
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...
by thelordodin
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...
by thelordodin
Wed Jan 09, 2019 7:37 am
Forum: General discussion
Topic: Question regarding trains
Replies: 8
Views: 1113

Re: Question regarding trains

Krazykrl wrote:
Wed Jan 09, 2019 2:28 am
Looking at the history of the devs, I wouldn't throw the word "impossible" around.
I'd be happy if you are right.
by thelordodin
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...
by thelordodin
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

Rseding91 wrote:
Mon Jan 07, 2019 4:32 am
Do you have a save file and way to reproduce this behavior?
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...
by thelordodin
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...
by thelordodin
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...

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