Search found 2872 matches

by darkfrei
Mon Mar 01, 2021 8:21 pm
Forum: Texture Packs
Topic: Request tutorial to render vechicle graphics
Replies: 4
Views: 1838

Re: Request tutorial to render vehicle graphics

TheKingJo wrote:
Mon Mar 01, 2021 9:41 am
I recently made a video about it:
https://www.youtube.com/watch?v=h36kd6wiWy8
Very nice!
You can also use this spritesheet tool: viewtopic.php?p=335708#p335708
It crops the empty alpha from sprites.
by darkfrei
Fri Feb 26, 2021 10:12 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Lighthouse mod?
Replies: 2
Views: 135

Re: [Request] Lighthouse mod?

A really simple request: a mod that adds a lighthouse. It provides long distance lighting, similar shape to the cones from vehicle or player flashlights, and it rotates. Perhaps adjustable rotation speed or light colour using circuit network? I thought it would be a neat addition to Factorio, given...
by darkfrei
Fri Feb 26, 2021 9:59 pm
Forum: Modding help
Topic: [Tutorial] PNG size optimization
Replies: 13
Views: 405

Re: [Tutorial] PNG size optimization

really light graphics for potato-computers. Wrong. Repeating for the third time in this thread because it's so important: PNG filesize has no effect whatsoever on FPS or VRAM usage. FPS/VRAM is soley dependant on image resolution. What if you have only last 500 MB free space on your computer?
by darkfrei
Fri Feb 26, 2021 3:52 pm
Forum: Texture Packs
Topic: Sharpened textures in 4k
Replies: 3
Views: 1626

Re: Sharpened textures in 4k

zaichichi wrote:
Sat May 30, 2020 10:46 am
Just sharpened Entity, Technology, Decorative and Terrain HD textures with photoshop.
Is it available on the mod portal?
by darkfrei
Fri Feb 26, 2021 3:49 pm
Forum: Modding help
Topic: [Tutorial] PNG size optimization
Replies: 13
Views: 405

Re: [Tutorial] PNG size optimization

Nice tutorial! I am using this pingo script: https://forums.factorio.com/viewtopic.php?p=250171#p250171 I find it so helpful, that I have it in the my signature here about few years. I am using the "good" version, but for low quality graphics (can be used) the "best" version, you...
by darkfrei
Sat Feb 13, 2021 10:05 pm
Forum: Modding help
Topic: Console data:extend
Replies: 6
Views: 234

Re: Console data:extend

blazespinnaker wrote:
Sat Feb 13, 2021 10:04 pm
The data table is destroyed? Curious how you know that. Any links / code describing that process?
https://lua-api.factorio.com/latest/Data-Lifecycle.html
by darkfrei
Mon Feb 08, 2021 7:04 am
Forum: Modding help
Topic: Adding circuit Options to Logistic Storage Chests?
Replies: 1
Views: 81

Re: Adding circuit Options to Logistic Storage Chests?

You are need the control stage and some entity like a lamp, that can read signals from wires.
Read signals from that lamp, write it to your chest as item request.
by darkfrei
Sat Jan 30, 2021 9:52 am
Forum: Modding help
Topic: Offshore placement?
Replies: 8
Views: 347

Re: Offshore placement?

It's impossible to make the offshore pump with burner (or any) energy source. But you can use some tricks:

https://mods.factorio.com/mod/BurnerOffshorePump
https://mods.factorio.com/mod/BurnerOffshorePumpUpdate
by darkfrei
Wed Jan 27, 2021 1:01 pm
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 18
Views: 593

Re: Steam Engine should not "scale down" automatically.

Modding: 1. You can flush steam from steam engine; 2. or cool down the steam inside of it; 3. built-in power pole and electric energy interface with tertiary consumption priority; 4. built-in infinity pipe, that takes all / half steam; 5. the player must use "terminator" on the end of stea...
by darkfrei
Tue Jan 26, 2021 12:55 pm
Forum: Modding help
Topic: Add prototype definition?
Replies: 6
Views: 195

Re: Add prototype definition?

Just a short question. Is it possible to add a prototype definition to a prototype like energy-usage to a belt? Or do I have to create a ElectricEnergyInterface that is placed on the same position of the original entity, so that there are two entities placed. See mod: https://mods.factorio.com/mod/...
by darkfrei
Mon Jan 25, 2021 5:42 pm
Forum: Modding interface requests
Topic: Get pollution isobands
Replies: 4
Views: 248

Re: Get pollution isobands

I don't understand the request. Pollution is a simple value per chunk; we don't store any other information than that. The water coloring is done purely in a shader based off those values. The original mod Smog Visual Pollution also uses just values per chunk. All users ask better graphics, the edg...
by darkfrei
Mon Jan 25, 2021 11:30 am
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 576

Re: Spidertron grid size

Nexarius wrote:
Mon Jan 25, 2021 12:25 am
infinite research to increase equipment slots in the spider.
Not infinite, but two or three updates for grid size. Just like by the player's armor.
by darkfrei
Sun Jan 24, 2021 9:57 pm
Forum: Modding interface requests
Topic: Get pollution isobands
Replies: 4
Views: 248

Get pollution isobands

Hi devs! Here is the water pollution layer, that changes the color of water. Please see screenshot: 2021-01-24T22_51_18-Factorio 1.1.15.jpg I've made a mod, that makes pollution isolines. Of course, I want to make isobands too. I am not happy with my isolines right now. Is it possible to read vanill...
by darkfrei
Thu Jan 21, 2021 10:25 pm
Forum: Won't implement
Topic: Concave polygons
Replies: 6
Views: 391

Re: Concave polygons

+1 for multiple ways to define polygons.
viewtopic.php?t=80171&p=492321
by darkfrei
Wed Jan 20, 2021 9:37 am
Forum: Modding interface requests
Topic: Make definition of drawing polygon easier
Replies: 0
Views: 131

Make definition of drawing polygon easier

Hi devs! Linked thread: https://forums.factorio.com/viewtopic.php?t=80171 Can you please set the shape definition easier? How it loos like now: vertices= { {target={0, 0}}, {target={8, 0}}, {target={4, 4}}, {target={12, 8}} } How I expected it must be: vertices= { {0, 0}, {8, 0}, {4, 4}, {12, 8} } A...
by darkfrei
Mon Jan 18, 2021 12:29 pm
Forum: Modding interface requests
Topic: Linked pipes
Replies: 5
Views: 345

Re: Linked pipes

Modding interface request: viewtopic.php?f=28&t=94169

Mod (based on control.lua): https://mods.factorio.com/mod/LinkedPipes
by darkfrei
Fri Jan 15, 2021 11:41 pm
Forum: Modding interface requests
Topic: Make window by the storage tank optional
Replies: 4
Views: 156

Re: Make window by the storage tank optional

PFQNiet wrote:
Fri Jan 15, 2021 10:28 pm
Can't you just set those graphics to the empty sprite?
I don't know why I need empty sprites for it.
by darkfrei
Fri Jan 15, 2021 6:29 pm
Forum: Modding interface requests
Topic: Make window by the storage tank optional
Replies: 4
Views: 156

Make window by the storage tank optional

Hi devs! Can you please make this parameters optional? I need the storage tank without any window. local entity= data.raw["storage-tank"]["storage-tank"] entity.pictures.window_background entity.pictures.fluid_background entity.pictures.flow_sprite entity.pictures.gas_flow entity...
by darkfrei
Thu Jan 14, 2021 10:31 am
Forum: Questions, reviews and ratings
Topic: Help me update an old private mod to 1.1
Replies: 8
Views: 373

Re: Help me update an old private mod to 1.1

Peter34 wrote:
Thu Jan 14, 2021 6:10 am

What do I update it to, to make it work in 1.1?
https://wiki.factorio.com/Console#Add_i ... _inventory
by darkfrei
Wed Jan 13, 2021 7:38 pm
Forum: Modding help
Topic: Connecting two entities
Replies: 5
Views: 231

Re: Connecting two entities

hreintke wrote:
Wed Jan 13, 2021 5:02 pm

If so, is there some example code which I can use as starting point ?
Maybe Linked Belts?
You can connect them with the selection tool or just by placing connect the second linked belt to first one.

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