Search found 430 matches

by kirazy
Sat Jan 11, 2025 8:10 am
Forum: Ideas and Suggestions
Topic: Quality wagons do NOT need to break designs
Replies: 2
Views: 269

Re: Quality wagons do NOT need to break designs

01-11-2025, 00-09-58.png
01-11-2025, 00-09-58.png (7.25 KiB) Viewed 261 times
They added it as a modding option, rather than a vanilla feature. Almost a week ago.

viewtopic.php?f=3&t=125641
by kirazy
Tue Dec 17, 2024 3:14 am
Forum: Modding discussion
Topic: Clarification on the use of Space Age sprites in mods targeting both Base/SA
Replies: 3
Views: 990

Re: Clarification on the use of Space Age sprites in mods targeting both Base/SA

Now that the frenzy of dev work after the initial launch seems to be calming down... bump? :D

And I will note that as I mentioned, the bifurcated mod Prismatic Belts with a separate Prismatic Belts: Space Age that is just an asset mod, on which Prismatic Belts has an optional dependency, is as ...
by kirazy
Tue Dec 17, 2024 2:56 am
Forum: Won't fix.
Topic: [2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp
Replies: 4
Views: 297

Re: [2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp

IsaacOscar wrote: Tue Dec 17, 2024 2:35 am
Completely off topic, but how did you make those cool little videos?
Windows Snip tool!
by kirazy
Tue Dec 17, 2024 2:17 am
Forum: Won't fix.
Topic: [2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp
Replies: 4
Views: 297

[2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp

There are several discontinuities in sprite frame selection when a rolling stock entity is transitioning on/off the base of a rail ramp.

A) Shadow Discontinuity
https://forums.factorio.com/download/file.php?id=96773

There is a discontinuity in the rolling stock shadow at the base of the ramp ...
by kirazy
Sun Nov 10, 2024 6:14 am
Forum: Resolved Problems and Bugs
Topic: [Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager
Replies: 5
Views: 3847

Re: [Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager


Hi,

I've looked into it and it appears to be one of the ü in the Mod description. If you erase or re-type it, it should not crash the game anymore.

Also, the mod just straight up doesn't work even if you manage to load it in. The API has changed between 1.1 and it seems Armor-MK4 has not been ...
by kirazy
Fri Nov 08, 2024 9:26 pm
Forum: Resolved Problems and Bugs
Topic: [Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager
Replies: 5
Views: 3847

[Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager

When attempting to search in the

Reproduction Steps:

Start Factorio with a mod named Armor-MK4.
Select "Manage Mods"
CTRL+F to enter the search box, then typing "a", "r", and then trying to type "t"


This happens regardless of how one entered the Mod Manager, whether during a startup error ...
by kirazy
Tue Oct 29, 2024 2:57 am
Forum: Implemented mod requests
Topic: [2.0.11] Loader does not support freezing
Replies: 4
Views: 655

Re: [2.0.11] Loader does not support freezing

I've attached a mod with sprites for debugging purposes. :)
by kirazy
Tue Oct 29, 2024 2:53 am
Forum: Implemented mod requests
Topic: [2.0.11] Loader does not support freezing
Replies: 4
Views: 655

Re: [2.0.11] Loader does not support freezing


Modding interface requested disguised as bug report. Added for 2.0.12 however due to lack of sprites i was unable to test if its actually working and loaders are really tricky beasts in terms of freezing (they are TransportBeltConnectable which supports freezing to stop belts moving, but they are ...
by kirazy
Tue Oct 29, 2024 2:41 am
Forum: Ideas and Suggestions
Topic: Factorio version Filter in mod portal
Replies: 4
Views: 286

Re: Factorio version Filter in mod portal

Rseding91 wrote: Tue Oct 29, 2024 2:37 am As far as I know, it should already work like that. So if it isn’t, something has gone wrong.
Whenever I load the mod portal it filters for 1.1.
by kirazy
Sun Oct 27, 2024 11:57 am
Forum: Implemented mod requests
Topic: [2.0.11] Loader does not support freezing
Replies: 4
Views: 655

Re: [2.0.11] Loader does not support freezing

Oh, my bad. The belt freezes properly already, just the loader itself wasn't.
by kirazy
Sun Oct 27, 2024 12:54 am
Forum: Implemented mod requests
Topic: [2.0.11] Loader does not support freezing
Replies: 4
Views: 655

[2.0.11] Loader does not support freezing

The LoaderPrototype graphics are defined using the LoaderStructure prototype, but it lacks entries for freezing.

Compare the UndergroundBeltStructure and the LoaderStructure .

I would expect the following properties to be available to the LoaderStructure prototype:

frozen_patch_in :: Sprite4Way ...
by kirazy
Sat Oct 26, 2024 8:50 pm
Forum: Assigned
Topic: [v453000][2.0.11] Turbo Transport Belt Spritesheet has misaligned frame for all types
Replies: 2
Views: 522

[v453000][2.0.11] Turbo Transport Belt Spritesheet has misaligned frame for all types

All transport belt sprite sheets can be aligned to one another, as they all share a common sequence of 8 frames to advance the belt one full position. If you watch the turbo transport belt, there is a slight stutter in the animation playback that is occasionally visible.

This is the offending ...
by kirazy
Tue Oct 22, 2024 5:06 am
Forum: Modding discussion
Topic: Clarification on the use of Space Age sprites in mods targeting both Base/SA
Replies: 3
Views: 990

Re: Clarification on the use of Space Age sprites in mods targeting both Base/SA

As an addendum, I will note that:

There is nothing stopping a player without Space Age from finding the Space Age constrained mod on the Mod Portal and downloading it, and modifying it locally.
There is nothing stopping a player from finding the mod on its public repository (GitHub, GitLab) and ...
by kirazy
Tue Oct 22, 2024 4:57 am
Forum: Modding discussion
Topic: Clarification on the use of Space Age sprites in mods targeting both Base/SA
Replies: 3
Views: 990

Clarification on the use of Space Age sprites in mods targeting both Base/SA

I am the mod author for the Artisanal Reskins series and several other mods that are primarily reskin mods.

There are a variety of comments from Wube developers on the Space Age discord around the inclusion of Space Age assets in mods that do not require the Space Age executable.

The general ...
by kirazy
Thu Jan 12, 2023 3:17 pm
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 16672

Re: Version 1.1.75




Modding

Added LoaderPrototype::allow_rail_interaction and allow_container_interaction.



Interesting, especially the "rail interaction" part. Any details/docs?

Does "containers" also include non-container entities with an inventory, e.g. crafting machines?

When did native loaders ...
by kirazy
Thu Apr 28, 2022 6:16 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 45007

Re: [1.1] Bob's Mods: General Discussion


Would it be fine to build "addon mods," as it were, which piggyback off the library and other bob's mods code, without actually containing any of that code within themselves? There's some convenient functions in there that would be nice to work with while I'm starting out, but I don't want to ...
by kirazy
Mon Feb 21, 2022 7:46 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 148829

Re: Friday Facts #367 - Expansion news


if the number of replies and views are any indication, i think most people have forgotten about the plans to release DLC for Factorio.


63% more replies and 7000 less views than the Friday Facts from last June, and 30%/57% the number of views/replies as the Friday Facts announcing their future ...
by kirazy
Thu Feb 17, 2022 11:39 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 19926

Re: Rename all references to "master/slave" nomenclature

AniArtifice wrote: Thu Feb 17, 2022 9:43 pmJust sayin', "master/slave" is hella racist nomenclature
It's not. You've been conditioned to jump at shadows, and are doing so now.
by kirazy
Sat Feb 05, 2022 12:34 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 148829

Re: Friday Facts #367 - Expansion news


I like Factorio a lot, but €30,- is really too steep in my opinion. €10,- makes sense, making it at least cheaper than the actual game.


If the content and feature set is comparable to the base game, €30 is reasonable. Given the reputation of the development team, €30 is almost certainly ...

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