Search found 29 matches

by kirazy
Sun Aug 18, 2019 3:46 am
Forum: Resolved Problems and Bugs
Topic: [0.17.66] Potential issue with implementation of back_patch and front_patch to loader prototype?
Replies: 3
Views: 544

Re: [0.17.66] Potential issue with implementation of back_patch and front_patch to loader prototype?

In an early patch the option to change the default render layer for the loader was added , specifically because rendering on the transport-belt layer causes this issue: https://i.imgur.com/ZlZwiZS.png I had been rendering on the same level as underground belts, which I was told was transport-belt-c...
by kirazy
Sun Aug 18, 2019 12:51 am
Forum: Resolved Problems and Bugs
Topic: [0.17.66] Potential issue with implementation of back_patch and front_patch to loader prototype?
Replies: 3
Views: 544

[0.17.66] Potential issue with implementation of back_patch and front_patch to loader prototype?

In reference to this modding interface request , added in 0.17.65. I have the following issue when trying to implement back_patch and front_patch in my mod Vanilla Loaders HD: https://i.imgur.com/RfgKEPy.png I have the exact same images, exact same code as the vanilla Underground belt: https://imgur...
by kirazy
Fri Jun 07, 2019 12:17 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 10634

Re: Friday Facts #298 - Demo upgrade for Stable

Im confused. What are you trying to do with loaders? Remove? Integrate? Change? They will be removed from the introduction campaign If we're removing loaders from the NPE, does this mean they won't receive official graphics, and so we can do this now? :D https://forums.factorio.com/viewtopic.php?f=...
by kirazy
Sun Jun 02, 2019 8:03 am
Forum: Implemented mod requests
Topic: Add support for back_patch, front_patch to loader entity (from underground belt)
Replies: 9
Views: 1732

Add "back_patch", "front_patch" structure properties to Loader prototype (from Underground Belt prototype)

The underground belt prototype has optional structure properties "back_patch" and "front_patch". I request that these two optional properties be added to the loader prototype as well, so that we can replicate the graphical style properly with the new belts. https://i.imgur.com/hz5RGax.png Currently ...
by kirazy
Fri Mar 01, 2019 5:53 am
Forum: Implemented mod requests
Topic: Add support for back_patch, front_patch to loader entity (from underground belt)
Replies: 9
Views: 1732

Add support for back_patch, front_patch to loader entity (from underground belt)

https://i.imgur.com/OsvapAE.png The underground belt in 0.17 has a front_patch and back_patch property that helps with the layering around items and other structures. I'd like to request this property be applied to the loader as well, so that I can make 0.17-vanilla-style sprites as well. Currently...
by kirazy
Fri Mar 01, 2019 1:52 am
Forum: Won't fix.
Topic: [0.17.3] Render layering issues related to structure_render_layer changes...
Replies: 1
Views: 193

[0.17.3] Render layering issues related to structure_render_layer changes...

Image
Wooden chest appears on top of Underground belt, splitters.
by kirazy
Wed Feb 27, 2019 10:46 pm
Forum: Ideas and Suggestions
Topic: [0.17] Add support for back_patch, front_patch to loader entity (from underground belt)
Replies: 0
Views: 79

[0.17] Add support for back_patch, front_patch to loader entity (from underground belt)

TL;DR Implement support for back_patch and front_patch property from underground-belt entity in loader entity. What ? https://i.imgur.com/OsvapAE.png The underground belt in 0.17 has a front_patch and back_patch property that helps with the layering around items and other structures. I'd like to re...
by kirazy
Wed Feb 27, 2019 8:39 pm
Forum: Modding help
Topic: Add a background layer to a sprite?
Replies: 0
Views: 102

Add a background layer to a sprite?

In 0.17 the vanilla underground belt sprite is composed of several layers, the main sprite and then the top flange is a background layer that renders beneath the belt and items on the belt: https://i.imgur.com/FawNff9.png top: vanilla underground belt; bottom: vanilla-style loader How do I add this ...
by kirazy
Wed Feb 27, 2019 8:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Underground Belt appearing on top of other sprites
Replies: 4
Views: 1023

Re: [0.17.2] Underground Belt appearing on top of other sprites

For clarity I've removed the first image (since it's a WIP sprite and is confusing the issue). The vanilla underground belt renders on top of whatever modded sprite is added to the vanilla loader entity. Edit: Here's an image that perhaps is more clear: https://i.imgur.com/gSdDvpN.png In this case, ...
by kirazy
Wed Feb 27, 2019 8:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Underground Belt appearing on top of other sprites
Replies: 4
Views: 1023

[0.17.2] Underground Belt appearing on top of other sprites

Caveat: The loader item is being skinned by a mod, and so the vanilla/native experience doesn't have this issue (since the loader isn't even enabled) However, I'm not sure if this is something that I can fix with lua, or if the issue is deeper, or what: https://i.imgur.com/JTWIniS.png The undergroun...
by kirazy
Wed Feb 27, 2019 4:12 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 492
Views: 29726

Re: 0.17 released. Post bugs and balance feedback

Low resolution sprites:
Image

There's an alignment issue with the belt graphics. The issue is not present at high resolution.

Also, the underground basic belt is using the regular transport belt graphics:
Image
by kirazy
Wed Feb 27, 2019 3:47 am
Forum: Mods
Topic: [MOD 0.16 / 0.17] Loader Redux 1.4.9
Replies: 120
Views: 31273

Re: [MOD 0.16] Loader Redux 1.3.1

https://i.imgur.com/ye1S9bk.png I don't suppose you have an idea what's causing this? The loader is detecting belts placed on the back end and spawning graphics for it. Actually, on playing around with it, it's definitely related to the snap logic. https://i.imgur.com/d8FD0kw.png When I toggle off ...
by kirazy
Thu Nov 22, 2018 7:31 am
Forum: Mods
Topic: [MOD 0.16 / 0.17] Loader Redux 1.4.9
Replies: 120
Views: 31273

Re: [MOD 0.16] Loader Redux 1.3.1

Hello, I'm unable to get the loaders to push or pull from cargo wagons. I've used your mod in the past and had no trouble, maybe this is a bug? I have no other mods installed atm. Check map settings under "Loader Redux" there's an option to configure whether they pull from wagons or not (default no).
by kirazy
Sun Jun 10, 2018 6:29 am
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 683

Re: [Resolved] How to remove/hide technologies?

I don't see a need to remove a technology. Usually it's enough to make any mod(s) you want to change an optional dependancy and update preferences of whatever technology, item, asf you want. It doesn't matter what a technology is called internally. All the player ever sees are the localized names. ...
by kirazy
Sat Jun 09, 2018 9:02 pm
Forum: Mod portal Discussion
Topic: Why does mod portal use Markdown?
Replies: 8
Views: 852

Re: Why does mod portal use Markdown?

There are web-based editors to build Markdown-style documents in. It's fairly straightforward.

The issue arises when you use these and then paste the result into the description, and whatever Factorio is using isn't actually Markdown because maybe 25% of the Markdown features work as advertised.
by kirazy
Sat Jun 09, 2018 6:00 pm
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 683

Re: [Resolved] How to remove/hide technologies?

Deleting mod technologies will break compatibility for any other mod that relies on them. Why not just edit them to fit your needs? In this instance the technologies do one thing, and one thing only: unlock the loader. But the way the integration operates is that it you can either use Loader Redux'...
by kirazy
Sat Jun 09, 2018 7:38 am
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 683

Re: How to remove/hide technologies?

Figured it out.

Code: Select all

if data.raw.technology["loader"] then
	data.raw.technology["loader"] = null
end
by kirazy
Sat Jun 09, 2018 7:16 am
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 683

[Resolved] How to remove/hide technologies?

I'm attempting setting-dependent integration of my loader mod and Loader Redux, and under one of the configurations I need to remove Loader Redux's technologies. I found this thread: https://forums.factorio.com/viewtopic.php?f=25&t=53111&p=310535&hilit=remove+technology.#p310535 But the code I wrote...
by kirazy
Sat Jun 09, 2018 6:19 am
Forum: Mods
Topic: [MOD 0.16 / 0.17] Loader Redux 1.4.9
Replies: 120
Views: 31273

Re: [MOD 0.16] Loader Redux 1.2.6

Were you planning to add a basic loader, to match with the tier 0 belts from Bobs Logistics?

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