Search found 85 matches

by DaCyclops
Sun Apr 07, 2019 3:12 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 11224

Re: [MOD 0.16.x] NiceFill

I found a bug/conflict, when using this mod together with Alien Biomes, at least in swamp inland shallow water, the landfill imitates surrounding shallow water, so doesnt fill it, it consumes the landfill but the shallow water remains, disabling NiceFill solved the issue. I'm having this issue too....
by DaCyclops
Thu Feb 28, 2019 1:41 am
Forum: Duplicates
Topic: [0.17.1] Fluidbox crafters not updating correctly when pasting recipe
Replies: 1
Views: 517

[0.17.1] Fluidbox crafters not updating correctly when pasting recipe

Putting together new pictures for my GDIW mod, and noticed that if I fast-paste one Chemical Plant recipe over another, the attached fluidboxes wont update. which means that attached pipes will still treat it as the previous liquids. this happens if pipes are attached or not. happens on vanilla reci...
by DaCyclops
Fri Dec 29, 2017 5:12 am
Forum: Questions, reviews and ratings
Topic: Updating Old Mods to work with new versions
Replies: 6
Views: 3727

Re: Updating Old Mods to work with new versions

Yeah, but there are many more situations, which makes an "all covering" guide quite hard Is it from 0.11, and tries to deal with entities or tiles or polution? whoops, many things have moved around since then An 0.12 mod? Make sure your not still including defines.lua, or that your not mak...
by DaCyclops
Thu Dec 28, 2017 5:08 am
Forum: Questions, reviews and ratings
Topic: Updating Old Mods to work with new versions
Replies: 6
Views: 3727

Re: Updating Old Mods to work with new versions

Unfortunetly, new versions of the game can break many a thing, even if the code was originally copied. For example, 0.16 adds an "icon_size" option you NEED to include alongside the icons. If you dont provide it, the item refuses to work. This has happened many times in the past when new r...
by DaCyclops
Thu Dec 28, 2017 12:31 am
Forum: Ideas and Suggestions
Topic: Module Effects and Support (Vanilla and Modding)
Replies: 0
Views: 287

Module Effects and Support (Vanilla and Modding)

TL;DR Increase the usability of Modules and Effects, both for base-game and Modding. What ? An increase to the features accessible to the Module system. the system works well right now, but it is pretty much "put the largest speed module you can into a beacon". It would be nice to see a l...
by DaCyclops
Wed Dec 27, 2017 11:24 pm
Forum: Ideas and Suggestions
Topic: Support for other LED control APIs
Replies: 5
Views: 2963

Re: Support for Logitech Gaming Assistant

I would love to see this go in, but there are just soooo many interfaces out there, that it would be unreasonable to ask for all of them. And at the very least, its lower priority than many of the other things being worked on. There are some interesting options I can think of for gaming gear that is...
by DaCyclops
Tue Dec 26, 2017 7:25 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.7] MODDING: furnace allowed_effects incorrect
Replies: 1
Views: 1274

[Rseding91] [0.16.7] MODDING: furnace allowed_effects incorrect

Performing the 0.16 update to my Modular Charge Packs mod, and decided I wanted to add a specific module for use with my modded Furnace (the Charger). However, once getting it ingame, it refused to be placed in the modded furnace. the normal "X can not be used in Y" error. To set the scene...
by DaCyclops
Tue Mar 14, 2017 10:11 pm
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 56220

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

It should at least autodetect the normal productivity fr9m Bobs at least, unless he renamed something... I didnt even know about the Raw Productivity modules untill reciently.

I will look into this.... might have to make my productivity-patching more robust.
by DaCyclops
Mon Sep 26, 2016 5:49 am
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 37044

Re: [0.15] Mod setting/config interface - give your input

This is looking just like what I hoped for, except for one usecase example... Can I suggest a type of config called "storage" (alongside "startup" and "runtime"), that can only be per_user=true. Specifically designed for storing per-user install-wide information (for ex...
by DaCyclops
Mon Sep 26, 2016 4:37 am
Forum: Ideas and Requests For Mods
Topic: [request] Toggle for Night Vision
Replies: 2
Views: 853

Re: [request] Toggle for Night Vision

Well, that was a fun jaunt through the code. Enjoy!

https://mods.factorio.com/mods/DaCyclops/NightReVision
by DaCyclops
Sat Sep 17, 2016 5:05 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 56220

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Kinda thinking of having a Angels Refining playthrough at some point, so was likely to run head-first into this myself. My guess is Angel just takes all the normal recipies it expects and replaces the water with purified water. Since mine are manually added, it doesnt detect them. Ill take a look at...
by DaCyclops
Mon Aug 08, 2016 3:26 am
Forum: Ideas and Requests For Mods
Topic: [Request]: Spawner Replacement, Trypophobia
Replies: 11
Views: 2218

Re: [Request]: Spawner Replacement, Trypophobia

There's a bunch of filters in gimp, that alter the image without it devolving into homogeneous mess. Here's for example the 'canvas' effect applied. I kinda figured worms could have their animation altered to be always in risen state, but I've had no success in that as of yet. One thing I experienc...
by DaCyclops
Sun Aug 07, 2016 1:57 am
Forum: Ideas and Requests For Mods
Topic: [Request]: Spawner Replacement, Trypophobia
Replies: 11
Views: 2218

Re: [Request]: Spawner Replacement, Trypophobia

It dawns on me that offering to try this when I suck at graphics is fairly stupid.... After a couple of attempts I am trying a different approach, just replacing the entire image with a darkgrey "blob" and the original holl'y mask with a single "blob". it doesnt look good, but it...
by DaCyclops
Fri Aug 05, 2016 9:48 am
Forum: Ideas and Requests For Mods
Topic: [Request]: Spawner Replacement, Trypophobia
Replies: 11
Views: 2218

Re: [Request]: Spawner Replacement, Trypophobia

Firstly thank you for looking it to this :-), the sample you sent is better but it still looks like "circles" you know, and good idea to blur the texture but i dont think just bluring it will fix it if the animation could be stopped and the circles maked not look like holes in skin it wou...
by DaCyclops
Fri Aug 05, 2016 7:05 am
Forum: Ideas and Requests For Mods
Topic: [Request]: Spawner Replacement, Trypophobia
Replies: 11
Views: 2218

Re: [Request]: Spawner Replacement, Trypophobia

Doing a reply incase someone was following and needed another notification...

Ive just tried quickly running the Biter/Spitter/Spawner/Worm spritesheets through a heavy blur.

Tell me, is this better? And could it be better for you?

https://www.youtube.com/watch?v=8iIDkwb ... e=youtu.be
by DaCyclops
Fri Aug 05, 2016 3:04 am
Forum: Ideas and Requests For Mods
Topic: [Request]: Spawner Replacement, Trypophobia
Replies: 11
Views: 2218

Re: [Request]: Spawner Replacement, Trypophobia

i remember... looking into this once before..... Yeah, thread on reddit brought it up... I dont know if there was a result back then, but it shouldnt be exactly hard to switch out graphics (if I could find time to but out the Blur tool). Though it might be best to provide a drop-in replacement of ba...
by DaCyclops
Fri Aug 05, 2016 12:24 am
Forum: Modding interface requests
Topic: on_pre_player_died/on_player_died cause
Replies: 4
Views: 991

Re: on_pre_player_died/on_player_died cause

Methinks he means on_entity_died... if there was an "on_entity_damaged" it could lead to the BEST lag generation... You have a point. Ive been killed by now-dead Worms before. And technically, killing yourself with fire WOULD be a now-dead entity killing you... :P Maybe if instead of passi...
by DaCyclops
Thu Aug 04, 2016 3:25 am
Forum: Modding interface requests
Topic: on_pre_player_died/on_player_died cause
Replies: 4
Views: 991

on_pre_player_died/on_player_died cause

Is it possible to return the entity and force that "caused" the death when a player dies (or pre-dies)? I would love to be able to perform something based on the identify of the killer (and some other crazy things) when someone dies. I have a couple of ideas revolving around player death, ...
by DaCyclops
Sat Jul 16, 2016 10:53 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 32909

Re: [MOD 0.12.11+] Robotic Combinators

Im not really planning on updating this exact mod to 0.13 because ( as Rseding said) the Roboports can now be connected to the network directly. Though I have considered a spinoff that adds my fancy icons back in :P , and maybe create the "Personal Robotics Combinator" for tracking player'...

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