Search found 408 matches

by kirazy
Wed Oct 20, 2021 4:24 pm
Forum: Ideas and Requests For Mods
Topic: Request Mod - Alternative Creative
Replies: 9
Views: 184

Re: Request Mod - Alternative Creative

Hm, if free crafting without modifying recipe prototypes is a function of cheat mode, then there may not be a way to do what you want. BUT: If you don't mind modifying recipe data, then in data-final-fixes you can just iterate over the recipes and zero out the ingredients. Since you say this is test...
by kirazy
Tue Oct 19, 2021 10:23 pm
Forum: Ideas and Requests For Mods
Topic: Request Mod - Alternative Creative
Replies: 9
Views: 184

Re: Request Mod - Alternative Creative

Pretty sure you can use the creative mod and just disable the instant craft parameter.
by kirazy
Sun Sep 26, 2021 6:52 pm
Forum: Wiki Talk
Topic: match_animation_speed_to_activity says "default = false" but that appears to be incorrect
Replies: 0
Views: 185

match_animation_speed_to_activity says "default = false" but that appears to be incorrect

https://wiki.factorio.com/Prototype/CraftingMachine#match_animation_speed_to_activity When omitted from a prototype definition, the animation speed of machines correlate to crafting speed and are affected by modules. Which would seem to suggest that the default is actually "true", not &quo...
by kirazy
Sun Sep 26, 2021 6:30 pm
Forum: Not a bug
Topic: [1.1.41] `constant_speed = true` in `working_visualisation` plays animation when machine idle
Replies: 2
Views: 194

Re: [1.1.41] `constant_speed = true` in `working_visualisation` plays animation when machine idle

posila wrote: ↑
Sun Sep 26, 2021 9:48 am
*) crafting machines have property "match_animation_speed_to_activity" ... which changes this behavior
Ah! Perfect. This is why I included the problem attempting to solve. :D Thanks for this!
by kirazy
Sun Sep 26, 2021 6:23 am
Forum: Not a bug
Topic: [1.1.41] `constant_speed = true` in `working_visualisation` plays animation when machine idle
Replies: 2
Views: 194

[1.1.41] `constant_speed = true` in `working_visualisation` plays animation when machine idle

Title. Specifically with `always_draw = true` to override the animation disappearing when idle. Expected behavior: When the machine is idle, animations pause, even if `constant_speed` is set to `true`. Actual behavior: The animation plays, always, idle or not, powered or not. Speculation: The animat...
by kirazy
Sat Sep 25, 2021 11:34 pm
Forum: Modding interface requests
Topic: Add "off_when_no_fluid_recipe" toggle to Types/WorkingVisualisation
Replies: 0
Views: 112

Add "off_when_no_fluid_recipe" toggle to Types/WorkingVisualisation

Under the crafting machine prototype property "fluid_boxes" is the parameter "off_when_no_fluid_recipe" . It would be very convenient to have that as a parameter in "working_visualisations" as well. Specifically I would like to be able to place sprites over adjacent pip...
by kirazy
Tue Sep 21, 2021 6:43 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
Replies: 3
Views: 618

Re: [1.1.39] working_visualisation/fadeout is broken on Furnace prototype

Done, and done. Made a cute save and mod just for this, since the particular main mods are as-yet unreleased. Requires Angel's Refining. Edit: I forgot how slow my upload is to Factorio servers (an issue of itself, given I have 1 gbps up/down...) and hit submit before the attachments were finished...
by kirazy
Sun Sep 19, 2021 6:21 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
Replies: 3
Views: 618

[boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype

On left, the Angel's clarifier (furnace), next to the Angel's strand casting machine (assembling machine). Both working_visualisations specify that animation has fadeout = true: https://forums.factorio.com/download/file.php?id=70747 Now, editing the clarifier to be an assembly machine: https://forum...
by kirazy
Mon Aug 30, 2021 5:01 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 279
Views: 73522

Re: Friday Facts #365 - Future plans

Eternal wrote: ↑
Mon Aug 30, 2021 1:30 pm
Clearly abandoned 😐
Naw, they're just working on the expansion and have mentioned they won't be doing Friday Facts on a regular basis anymore. They're still quite active, patching bugs, adding mod interfaces, talking on forums, discord, etc.
by kirazy
Mon Aug 23, 2021 11:42 pm
Forum: Ideas and Suggestions
Topic: Option to soft-enable mods when syncing with save
Replies: 1
Views: 158

Option to soft-enable mods when syncing with save

Current behavior with sync mods with save is that you can enable mods that are in the save only. To add mods to the save, you have to first sync mods with the save, restart the game, and then enable additional mods, which then requires another restart. If would be amazing if it were possible to sync...
by kirazy
Sat Aug 14, 2021 5:57 pm
Forum: Modding help
Topic: Offshore pump underwater_pictures - tile renderer?
Replies: 2
Views: 109

Re: Small documentation improvement requests

posila wrote: ↑
Sat Aug 14, 2021 1:51 pm
And it is so special, generic sprite definition can't do it ... so you can't replicate it in working visualization.
I've managed to come close with some alpha blending in the sprites. :D

Thanks for the explanation, I appreciate it. :)
by kirazy
Fri Aug 13, 2021 6:18 pm
Forum: Modding help
Topic: Offshore pump underwater_pictures - tile renderer?
Replies: 2
Views: 109

Offshore pump underwater_pictures - tile renderer?

What does this mean? Drawn by tile renderer when water animation is enabled. From: https://wiki.factorio.com/Prototype/OffshorePump#graphics_set The goal here is to replicate this graphics_set with an assembling-machine prototype using working visualisations, but I have no idea what that means/impli...
by kirazy
Sun Aug 08, 2021 9:20 am
Forum: Ideas and Suggestions
Topic: In-game changelog viewer order / Changelog should default to installed version + 1
Replies: 11
Views: 506

Re: In-game changelog viewer order

It just displays a text file. If you want it to display newest-first, make a request to the mod author to list new changes at the top of the change log rather than at the bottom.
by kirazy
Wed Aug 04, 2021 2:28 pm
Forum: Assigned
Topic: [posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all)
Replies: 0
Views: 221

[posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all)

See: https://forums.factorio.com/viewtopic.php?f=11&t=91675 Ran into an issue with my mods where a migration is reliant on a function defined globally in control.lua, and attempting to "Play tutorial" for the "Rail signals basic" throws the following error: https://user-image...
by kirazy
Thu Jul 29, 2021 6:16 am
Forum: Ideas and Requests For Mods
Topic: Mod Request: Railroad crossing block
Replies: 7
Views: 511

Re: Mod Request: Railroad crossing block

Saphira123456 wrote: ↑
Thu Jul 29, 2021 2:05 am
Hey, if that's the only way to do it then go ahead and do it. Publish it and I'll download it!
Alternatively, make it once, save it to your blueprint library, and don't worry about it.
by kirazy
Wed Jul 28, 2021 3:58 pm
Forum: Ideas and Requests For Mods
Topic: Mod Request: Railroad crossing block
Replies: 7
Views: 511

Re: Mod Request: Railroad crossing block

Saphira123456 wrote: ↑
Wed Jul 28, 2021 1:27 pm
Perhaps but I really don't feel like doing that... Complex setups are not for me.
That would be what the blueprint is for. Make it once and paste it from then on. A mod would basically be the blueprint but with hidden entities, I don't think there's a way to do it otherwise.
by kirazy
Wed Jul 28, 2021 3:55 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
Replies: 6
Views: 1977

Re: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?

I feel like removal of prototype history dramatically speeds up load time in a way that cache-prototype-data does not. Though I haven't done rigorous tests to determine the impact of either, and since it's crashing I can't. Personally, when doing my own mod development where I am iterating on and te...
by kirazy
Sat Jul 24, 2021 8:14 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
Replies: 6
Views: 1977

[Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?

So this has never happened before. Thought it was a mod combination but it persists with all mods disabled, so, uh, I honestly don't know what's happened. :D I...: - Turned on cache-prototype-data and disable-prototype-history in The Rest, as I've done many times before - Restarted the game - I am n...
by kirazy
Tue Jun 29, 2021 4:16 pm
Forum: Modding discussion
Topic: Why no new alien graphics / overhaul / addition mods?
Replies: 7
Views: 715

Re: Why no new alien graphics / overhaul / addition mods?

Mernom wrote: ↑
Mon Jun 28, 2021 8:11 pm
I'd guess that making animation for units is a lot more effort than making animations for buildings.
Organic with the soft curves and squishy flesh and smooth animation is always more difficult and involved than industrial with the hard angles and rigid, fixed motion.
by kirazy
Tue Jun 29, 2021 4:14 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
Replies: 5
Views: 728

Re: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad

I'll also add that I use repeat_count to loop an animation for very-high animation playback speeds e.g. for Bob's pumpjacks with high numbers of speed modules so that the animation doesn't immediately reduce to a single frame. It had decent results.

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