Search found 249 matches

by kirazy
Sun Aug 02, 2020 9:09 pm
Forum: Ideas and Suggestions
Topic: Shotgun shell icon could be improved in order to look better on belts
Replies: 0
Views: 26

Shotgun shell icon could be improved in order to look better on belts

Shotgun shells on a belt look funky when they overlap:
70640847.png
70640847.png (273.45 KiB) Viewed 26 times
This could be avoided if the shell standing on its end was on the left and the shell laying down was on the right, for example:
better-shotgun-shell.png
better-shotgun-shell.png (12.35 KiB) Viewed 26 times
70665255.png
70665255.png (271.87 KiB) Viewed 26 times
by kirazy
Fri Jul 31, 2020 7:40 pm
Forum: Minor issues
Topic: [0.17.43] Weird corner pipe hitboxes
Replies: 10
Views: 639

Re: [0.17.43] Weird corner pipe hitboxes

I just ran into the same problem, I don't remember having this problem in 1.16... I would suggest a simple fix that shouldn't break anything: Instead of reducing pipes hitbox, why not reduce only underground pipes hitbox? That *is* the risky change: reducing pipe hitboxes. Pipes are pipes and under...
by kirazy
Fri Jul 31, 2020 7:31 pm
Forum: General discussion
Topic: Oil refinery HD Graphics
Replies: 3
Views: 238

Re: Oil refinery HD Graphics

The refineries have HD graphics, yes.
hr-oil-refinery.png
hr-oil-refinery.png (951.74 KiB) Viewed 179 times
oil-refinery.png
oil-refinery.png (260.45 KiB) Viewed 179 times
by kirazy
Tue Jul 28, 2020 6:13 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 2
Views: 134

Re: High rez sprites?

Most of the pictures in the stickies are actually normal resolution (32x32 pixles per tile) and not high-res (64x64 pixels per tile). And the super high-res ones are just renders, not the actual sprite.
by kirazy
Mon Jul 27, 2020 8:28 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 17229

Re: Friday Facts #350 - Electric mining drill redesign

I still hate it ¬_¬, Im constantly placing belts wrong still/too far apart, I cant even see if they are working from a glance without having to stare at them because the motion of animation is so little. I get some people like the idea of it being a drill but the old style made more sense, it was g...
by kirazy
Wed Jul 22, 2020 8:42 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3122
Views: 394746

Re: Bugs & FAQ

My pollution production is gone after server + mod update. With selective disabling of mods, I figured out it happens when angels-refining 0.11.15 is active. Please tell wheter this is already known or what I should provide more Latest version of Refining turns off biters, pollution, and evolution....
by kirazy
Thu Jul 16, 2020 5:23 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

Excellent, I've put it in the op and the mod page. :D
by kirazy
Thu Jul 16, 2020 4:58 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

Turns out Juxtapose wasn't able to fetch the imgur images (???). Had to inspect the element to find the 403 errors. Tentatively, I think this works: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=c258a9a2-c785-11ea-bf88-a15b6c7adf9a At least, it loads in a private browser, whic...
by kirazy
Wed Jul 15, 2020 10:09 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

DarkShadow44 wrote:
Wed Jul 15, 2020 10:07 pm
Hey there, the slider for the comparison doesn't work for me.
Hm. It works for me, but I couldn't do anything about it if it didn't. It's not my site, just a site I found.

Edit: It only works for me. Fun times. I will pull that for now.
by kirazy
Wed Jul 15, 2020 7:45 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

This is an Angel's bug related to having the shadow be part of the entity instead of a separate layer coded with draw_as_shadow. :[ The game renders entities over other entities based on x/y coordinates, so an entity closer to the bottom of the screen his a higher draw order than entities further up...
by kirazy
Tue Jul 14, 2020 9:50 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

I never thought of steel plates and steel gears or steel bearings to be of different tiers. They become available pretty much at the same time in the tech tree. And I don't think there is any reason why higher tier items should not be able to require a mix of different tier materials. The tier of t...
by kirazy
Tue Jul 14, 2020 8:56 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

I am not sure what you mean with "bleed" between tiers. For example: Steel plates are in ASM 1 and 2, Steel gears in Asm 2, Steel bearings in ASm 3 All of those items are in Steam Engine 2. Electronic circuit boards are in Asm 2 and 3. Essentially there's not a clear demarcation between each class/...
by kirazy
Tue Jul 14, 2020 7:40 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

Considering that (currently) the only difference between the highest tiers of robots is the radioisotope thermoelectric generator (RTG) which, apart from those robots, is only used for satellites. Since both satellites and their product (space science packs) are largely white in color, it might mak...
by kirazy
Tue Jul 14, 2020 2:35 am
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

After some discussion on Discord about a 6th tier, tentatively I'm moving forward with this: https://i.imgur.com/SCiC3fa.png I've also taken the opportunity to improve the tier labels 32px mipmap, and it's crisper/cleaner. These are the options under consideration, personally I think Violet looks be...
by kirazy
Mon Jul 13, 2020 8:03 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

Hmmmm. I'll tweak this, I think. This is related to having only 5 tiers to work with, the sets of entities that have 5 don't have tiers based on ingredients. Might need a 6th tier, or to just have the robot parts not be ingredient-tier based. For what it's worth, this inconsistency is vanilla Bobs, ...
by kirazy
Mon Jul 13, 2020 10:07 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 14259

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Illiander42 wrote:
Sun Jul 12, 2020 11:05 pm
Is it possible to mod this in?
If I had to speculate, some script to detect when placed, if a beacon is adjacent, if the beacon lines up, then places a hidden entity that has that texture. Any number of existing mods place hidden entities pretending to be other things, so it's probably doable.
by kirazy
Sun Jul 12, 2020 7:48 pm
Forum: Already exists
Topic: Persistent "apply_recipe_tint" for assembling-machine working_visualisations
Replies: 2
Views: 91

Re: Persistent "apply_recipe_tint" for assembling-machine working_visualisations

Did you put always_draw = true to the visualization definition table? (same table apply_recipe_tint is in) ... because somebody wanted to do the same thing on Discord this morning, I suggested to use always_draw and it worked for them. You know, it does work. And I'm exceedingly confused because it...
by kirazy
Sun Jul 12, 2020 11:12 am
Forum: Already exists
Topic: Persistent "apply_recipe_tint" for assembling-machine working_visualisations
Replies: 2
Views: 91

Persistent "apply_recipe_tint" for assembling-machine working_visualisations

Recipes on an assembling machine are set by the player, and are always known even when the machine is idle. Working visualisations on the other hand only apply the recipe tint when the machine is active, and turn off when the machine is idle. They do not respect always_draw = true. I know that in co...
by kirazy
Sat Jul 11, 2020 10:15 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

I've pushed a library update that resolves this issue. Enjoy. :)
by kirazy
Sat Jul 11, 2020 8:33 pm
Forum: Bob's mods
Topic: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Replies: 44
Views: 1590

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

5.png No, that's correct. The tier labels don't have a black border on the left side since the UI itself is black and I wanted them mostly to the left. I hadn't thought about using them as map icons, though, so I'll have to think about that, lol. Edit: Experimenting with a new set of labels that ha...

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