Search found 416 matches

by kirazy
Thu Jan 12, 2023 3:17 pm
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 12816

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: 36761

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 wan...
by kirazy
Mon Feb 21, 2022 7:46 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 125972

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 plans...
by kirazy
Thu Feb 17, 2022 11:39 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 15714

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

AniArtifice wrote: ↑
Thu Feb 17, 2022 9:43 pm
Just 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: 125972

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 reasonable....
by kirazy
Thu Jan 20, 2022 10:14 pm
Forum: General discussion
Topic: [Finished] Testing new CDN providers for Factorio
Replies: 14
Views: 3759

Re: Testing new CDN providers for Factorio

Round 1... "Wube CDN" % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 1400M 100 1400M 0 0 3447k 0 0:06:56 0:06:56 --:--:-- 3255k "CDN77" % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spe...
by kirazy
Tue Jan 11, 2022 8:51 am
Forum: This Forum
Topic: moderator banned for allowing drug sales in a minors game
Replies: 4
Views: 2244

Re: moderator banned for allowing drug sales in a minors game

I don't see how using the terms you're upset about in the way that the mod author does (to essentially indicate that the next version of the modpack will turn it up to the nth degree) a) advocates drug usage, and b) is selling drugs.

You may need to chill.

And have a gander at this.
by kirazy
Wed Oct 20, 2021 4:24 pm
Forum: Ideas and Requests For Mods
Topic: Request Mod - Alternative Creative
Replies: 9
Views: 2457

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: 2457

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: Resolved Requests
Topic: match_animation_speed_to_activity says "default = false" but that appears to be incorrect
Replies: 1
Views: 1871

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: 1454

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: 1454

[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: 746

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: 2747

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: 2747

[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: 298
Views: 162495

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: 830

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: 1131

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: 1131

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...

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