Search found 222 matches
- Sat Mar 02, 2024 4:11 am
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 10881
Re: Friday Facts #400 - Chart search and Pins
It would be nice to have a UI to hide/show alerts rather than console commands. I imagine it would want to be per-planet, or perhaps even per-alert, in the case of having a huge wall constantly under attack somewhere. I'm guessing that alert/tag consolidation will work similarly to resource patches;...
- Fri Feb 16, 2024 1:07 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 22809
Re: Friday Facts #398 - Fulgora
An interesting mechanic would be if your grid would need empty storage capacity for the energy to go to otherwise the lightning rod gets damaged. I'd expect basic lightning rods that just ground the strike, with an advanced version capable of power cspture. Perhaps the ability to toggle lightning c...
- Fri Feb 16, 2024 1:00 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 22809
Re: Friday Facts #398 - Fulgora
having some sprites showing the wind blowing over the plains The description mentioned sand carried in the wind, so perhaps something like film grain that moves with the wind might look good. Thinking about it a little, sandstorms imply you need different sprites for Fulgora; they wouldn't have the...
- Fri Feb 02, 2024 11:38 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 12091
Re: Friday Facts #396 - Sound improvements in 2.0
Ooh, the wind whistling through the trees when they're thinly spread? A more whistly and less rustly sound for wind in dying trees? Wind whistling through the factory ? Some night sounds that get blocked by lights, and some that don't? Hmm. Alien critters that get startled and fly away from sudden s...
- Fri Jan 19, 2024 1:32 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 43345
Re: Friday Facts #393 - Putting things on top of other things
I wonder how it would look if items on belts were offset randomly from the center of the lane instead of perfectly centered; that would add some easily visible low-frequency noise to items on belts. Another thought could be to add random noise (something like a 'film grain' shader, but tied to the i...
- Sun Dec 10, 2023 9:35 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 23087
Re: Friday Facts #388 - Smaller things for 2.0
Regarding the number parsing... I'm surprised nobody mentioned this before, but the most interesting activity about this for me would be trying to break the game via code injection . Who knows, naybe there's a CVE lurking around the corner ;) Why? Why break into a program on your own computer? You ...
- Sat Nov 11, 2023 9:48 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 325
- Views: 41651
Re: Friday Facts #384 - Combinators 2.0
I've got to wonder if it would be feasible to name circuit network... networks. I think it would be nice to include the connected output circuit networks in addition to the inputs in the GUI. I think the ideal way to handle red/green circuits would be to add a setting for choosing wire colours and h...
- Thu Nov 02, 2023 11:38 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 33008
Re: Friday Facts #382 - Logistic groups
If we're going to have an unpack/build animation for things in space, I wonder if we could use the same on-planet? It would be a flat nerf to building construction speed (which is now effectively instant)... but it would look significantly more awesome. I've got to wonder if it would be fun and/or f...
- Sat Oct 21, 2023 7:19 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 40617
Re: Friday Facts #381 - Space Platforms
It looks strange not to have some method for how buildings are placed on the space platform. Perhaps specialized space spidertrons for construction would be nifty; instead of pointy feet, they grab hold of the platform to move around, and ideally, their animation is impacted by how much thrust is be...
- Sat Nov 27, 2021 7:59 am
- Forum: General discussion
- Topic: Alt-F4 #53 - Laziness through Automation
- Replies: 3
- Views: 2092
Re: Alt-F4 #53 - Laziness through Automation
From the point of view of maximum laziness; reuse the screenshot layouts for main menu scenarios and/or test cases?
Also, I think there's an option to tell factorio to load a map then run for n ticks; though I don't know if you can use graphics in that mode.
Also, I think there's an option to tell factorio to load a map then run for n ticks; though I don't know if you can use graphics in that mode.
- Sun Nov 21, 2021 7:52 am
- Forum: Ideas and Requests For Mods
- Topic: Targeted/Directional Radars
- Replies: 1
- Views: 1079
Re: Targeted/Directional Radars
Two methods I know of to nearly do what you're describing; fire artillery where you're exploring, or the scanning radar mod; it allows you to describe minimum and maximum range, and start and end angle from the radar.
- Sun Nov 21, 2021 7:47 am
- Forum: Ideas and Requests For Mods
- Topic: Mod request/idea - Water strider
- Replies: 4
- Views: 1695
Re: Mod request/idea - Water strider
So... a spidertron with floaties (pontoons, I guess), or perhaps one with really long legs?
- Tue Nov 16, 2021 8:40 am
- Forum: Ideas and Suggestions
- Topic: (minable) beach tiles around water areas
- Replies: 1
- Views: 1043
Re: (minable) beach tiles around water areas
Sounds like something that should be easily doable by a mod. Some mods that do parts of what you're suggesting: * https://mods.factorio.com/mod/platforms <-- removable tiles that go over water Any number of mods that override and/or modify terrain generation. A trivial solution would be something li...
- Tue Nov 16, 2021 8:20 am
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 2172
Re: on_player_placed_equipment by mod/player
Edit: To actually address the topic: I suspect that one reason to want to know if the event was raised by a script is to avoid two scripts duelling over what precisely should be in the equipment grid or not. I assume that that's a large part of why the script_raised events exist. --- At least in 0.1...
- Mon Nov 15, 2021 11:09 am
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 2172
Re: on_player_placed_equipment by mod/player
Perhaps an optional player field in on_equipment_inserted, if nil, it wasn't a player?
Do note that an inserter can... insert equipment into a grid under the correct conditions.
Do note that an inserter can... insert equipment into a grid under the correct conditions.
- Sun Sep 13, 2020 2:36 pm
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 11570
Re: Six legs good, Eight legs bad!
I like spiders; they tend to eat all the other creepy-crawlies.
In terms of a practical solution, replacing the leg graphics with empty graphics seems the most compatible solution for multiplayer.
Perhaps a zip file of empty png files to overwrite the base graphics?
In terms of a practical solution, replacing the leg graphics with empty graphics seems the most compatible solution for multiplayer.
Perhaps a zip file of empty png files to overwrite the base graphics?
- Sun Sep 13, 2020 2:26 pm
- Forum: Modding discussion
- Topic: Guidelines for matching the game's art style?
- Replies: 5
- Views: 2829
Re: Guidelines for matching the game's art style?
One of the FFFs suggested that the graphics are first rendered, and then possibly distressed, and then for icons, the individual mipmaps tweaked to look good. The impression I get is that Factorio buildings tend to be weathered, while Angel's, and even more so Pyanodan's, are shiny and new, as if th...
- Sun Sep 13, 2020 2:08 pm
- Forum: Texture Packs
- Topic: [Request] The Deep - Graphics to travel between layers
- Replies: 4
- Views: 3576
Re: [Request] The Deep - Graphics to travel between layers
You might be able to use the graphics from https://mods.factorio.com/mod/Surfaces or perhaps https://mods.factorio.com/mod/subterra ?
- Sun Sep 13, 2020 9:17 am
- Forum: Won't implement
- Topic: A new prototype type to describe compound entities?
- Replies: 4
- Views: 1434
Re: A new prototype type to describe compound entities?
I think you would basically need the equivalent of, or perhaps precisely, a blueprint string to make that work, including the ability to specify sub-tile locations, circuit connections, etc.
- Sun Sep 13, 2020 9:11 am
- Forum: Won't implement
- Topic: A new prototype type to declare magic entities?
- Replies: 3
- Views: 1517
Re: A new prototype type to declare magic entities?
Ah, but what if you want to make something magic in two ways; if you have just one tag, only one value can be associated; you could also do a set of tags, so this thing is interesting to mod 1 and mod 2.eradicator wrote: ↑Sat Sep 12, 2020 10:31 amA freetext "tag=" on PrototypeBase would be sufficient.