Search found 33 matches

by Lime
Tue Aug 04, 2020 12:04 pm
Forum: Modding help
Topic: Modify existing GUI? Also, not all GUI present in LUA. :/
Replies: 6
Views: 1436

Re: Modify existing GUI? Also, not all GUI present in LUA. :/

I see. Thanks! It's really a pity there's no good official resources on GUIs, so one have to literally dissect other people's mods to figure out things...
by Lime
Tue Aug 04, 2020 10:45 am
Forum: Modding help
Topic: Modify existing GUI? Also, not all GUI present in LUA. :/
Replies: 6
Views: 1436

Re: Modify existing GUI? Also, not all GUI present in LUA. :/

Pity. I wanted to make a car with coordinate assignments akin to Locomotive... :) Seems like GUI API is still extremely basic... Thanks, though. PS. You've mentioned "open elements besides the original GUI" — do I understand correctly that there is a way to find size and coords of the orig...
by Lime
Tue Aug 04, 2020 9:19 am
Forum: Modding help
Topic: Modify existing GUI? Also, not all GUI present in LUA. :/
Replies: 6
Views: 1436

Modify existing GUI? Also, not all GUI present in LUA. :/

1. Is it possible to modify existing GUI of, for example, a chest or a car?

2. If not, is there a way to add new GUI elements on top of car GUI?

3. Where are all the GUIs defined? I can't find GUI definition for a locomotive, why isn't it present in LUA code?
by Lime
Thu Jul 30, 2020 12:47 pm
Forum: Modding help
Topic: Alt-mode texture/icon
Replies: 4
Views: 1120

Re: Alt-mode texture/icon

@moderator can you, please, move this topic to suggestions forum? Basically:
- implement a render layer that is visible in alt-mode only, or
- implement few render layers that can be toggled by a hotkey, not limited to alt only
by Lime
Thu Jul 30, 2020 12:46 pm
Forum: Modding help
Topic: Alt-mode texture/icon
Replies: 4
Views: 1120

Re: Alt-mode texture/icon

I see... are there any libraries or examples how to properly implement UIs?
by Lime
Tue Jul 21, 2020 3:26 pm
Forum: Modding help
Topic: Alt-mode texture/icon
Replies: 4
Views: 1120

Alt-mode texture/icon

Is there a way to set the texture/icon for an entity to be shown in alt-mode? For example, I'd like to have a possibility to mod an entity that would have different textures based on the status of alt-mode: one for "on" and one for "off". Or a RenderLayer that is shown/hidden bas...
by Lime
Fri Dec 07, 2018 12:07 pm
Forum: Implemented Suggestions
Topic: Make Lasers be _Lasers_. Not projectiles (!!!???)
Replies: 8
Views: 3025

Re: Make Lasers be _Lasers_. Not projectiles (!!!???)

Yeah sure, that could be possible that ... https://mods.factorio.com/mod/Laser_Beam_Turrets #ohwait :mrgreen: Just found this one 5 minutes ago myself, thanks. :) Yet as far as I see, other modders that add their own turrets (like Bob, 5dim, Yuoki, etc.) still base off "base" laser turret...
by Lime
Fri Dec 07, 2018 11:56 am
Forum: Implemented Suggestions
Topic: Make Lasers be _Lasers_. Not projectiles (!!!???)
Replies: 8
Views: 3025

Re: Make Lasers be _Lasers_. Not projectiles (!!!???)

Uhm... well... yeah. Like that. Sorry, I feel dumb now. :oops: Now if only mod makers would pick that up... :roll:

Thanks, though. :)
by Lime
Fri Dec 07, 2018 11:09 am
Forum: Implemented Suggestions
Topic: Make Lasers be _Lasers_. Not projectiles (!!!???)
Replies: 8
Views: 3025

Make Lasers be _Lasers_. Not projectiles (!!!???)

TL;DR Make Lasers to be Lasers, not projectiles. How come lasers shoot some kind of glowing homing (!?!?!?!?) missiles??? Who's sick idea was it in the first place anyway!? What ? Change lasers to fire instant-hitting beams, akin to gun turrets. Maybe, just maybe, also add missile turrets that woul...
by Lime
Thu Dec 21, 2017 9:28 am
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48703

Re: [MOD 0.16] Compact Power

Should be fixed now. :)
by Lime
Tue Dec 19, 2017 4:45 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48703

Re: [MOD 0.16] Compact Power

Updated to 0.16, please check if it works.
by Lime
Tue Dec 19, 2017 1:34 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48703

Re: [MOD 0.15] Compact Power

Pleykorn wrote:Hey could we expect an update for 0.16 please? This mod is really convenient!
Sorry, fell out of the Factorio world for a while. :)
Sure, I'll update it in the next few days, just need to figure out what needs to be done.
by Lime
Mon Nov 06, 2017 10:45 am
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48703

Re: [MOD 0.11.6] Compact Power

A little update.
  • Now it works with 0.15
  • Added tiered accus.
  • Tier-up rate now x4 instead of x10 (4/16/64/256 in one)
  • But costs are lower - x4 items of previous tier + some circuits
by Lime
Wed Feb 17, 2016 6:24 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Infinite Edition
Replies: 7
Views: 16662

Re: Resource Spawner Overhaul - Infinite Edition

Yeah, config wasn't cleaned, thanks. :) Will update probably. About oil - I also had doubts about it - should I leave it as it was, or just x2/x4/x10 it. Haven't decided yet though. The one thing is I am sure about, is that 4 piles per resource spawn should be maximum and distance multiplier should ...
by Lime
Thu Feb 11, 2016 10:52 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Infinite Edition
Replies: 7
Views: 16662

Resource Spawner Overhaul - Infinite Edition

moved from [MOD 12.11+] Train Outposts topic to this subforum -- daniel34 Ok, so I'm back to factorio for a bit, and decided to finish the tweaking of RSO to better fit the idea of infinite resources and remote outposts. I've "forked" and tweaked RSO version 1.4.7, and the main changes ar...
by Lime
Thu Dec 24, 2015 6:23 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87076

Re: [MOD 12.11+] Train Outposts

Great idea. I was also fiddling with RSO once to get the same result (rare patches with small endless resources), and I like what you're doing. There's two thing this mod lacks though - make those patches somewhat smaller, twice at least; and second - add support for mod ores. That's the priority #1...
by Lime
Mon Jul 20, 2015 5:19 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181146

Re: [0.12.x] RSO Alpha

I'd recommend two things: - infinite resources mod - modification of size multiplier in config Should work like what your changes did :) Oh come ooon, do you think I have not tried it? :P Nah, that way it's too much resources per spot. Ideal ratio turned out to be exactly 1-2 infinite patches sized...
by Lime
Sat Jul 18, 2015 10:09 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181146

Re: [0.12.x] RSO Alpha

Hi After our recent discussion on balance I've messed with the RSO code in the 0.11, and ended up changing all the "generate ore" calls into "generate liquid" calls; also changing the ore spawn " size " config to be 1-2. And you know what? That turned out to be a very i...
by Lime
Fri Jun 26, 2015 9:41 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176231

Re: Resource Spawner Overhaul - Discussion thread

Current size of 20 allows you to fit more than 20 miners on a single iron patch. Growth also should be limited - you don't want to "win the round" in a couple of hours, do you? Go too fast - and it's a one-evening game.
by Lime
Fri Jun 26, 2015 8:57 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176231

Re: Resource Spawner Overhaul - Discussion thread

Omg! So if richness is 15k and size is 20 (default starting iron) then amount of iron is somewhere between 420k and 1.1mil? By default!? But that's freaking insane amounts!! You don't even have to leave your base with that for, like, ever! omfg... fshhh….

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