Search found 323 matches

by kirazy
Thu Nov 26, 2020 12:59 pm
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 120

Re: [1.1.1] Reactor prototype ignores light settings

Ah, got it. You have to zero out the light size. You can't zero out the intensity, because then you lose the flicker effect.
by kirazy
Thu Nov 26, 2020 12:53 pm
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 120

Re: [1.1.1] Reactor prototype ignores light settings

light_flicker is turned off the same as in your code example with color = {0, 0, 0}. There is no light property defined. use_fuel_glow_color = true. default_fuel_glow_color = green, basically. You set the flicker color to {0,0,0}, and then you overrode it with the fuel glow color, So the color will...
by kirazy
Thu Nov 26, 2020 12:35 pm
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 120

Re: [1.1.1] Reactor prototype ignores light settings

This is probably the 'light_flicker' of the burner energy source https://i.imgur.com/tkCzJNM.png light_flicker is turned off the same as in your code example with color = {0, 0, 0}. There is no light property defined. use_fuel_glow_color = true. default_fuel_glow_color = green, basically. I would e...
by kirazy
Thu Nov 26, 2020 6:48 am
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 120

Re: [1.1.1] Reactor prototype ignores light settings

The Boiler prototype similarly creates a light (even if you kill the light in the energy_source definition) so long as the fuel has a fuel-glow color set. https://i.imgur.com/S5piFDL.png Is this a bug or do I need to make an interface request so that we can use the 1.1 light layers/properties to ach...
by kirazy
Thu Nov 26, 2020 6:43 am
Forum: Ideas and Suggestions
Topic: "Mark all as read" for new item notifications in Crafting tab
Replies: 7
Views: 149

Re: "Mark all as read" for new item notifications in Crafting tab

I'm not sure why there's such a strong push back against a mark all as read. Oh, I’m not against it. I just asked to clarify and made examples, why I need clarification. And I need another clarification: when I hit “mark all as read” (which sounds wrong, because I don’t “read” the icons, better wou...
by kirazy
Thu Nov 26, 2020 6:17 am
Forum: Ideas and Suggestions
Topic: "Mark all as read" for new item notifications in Crafting tab
Replies: 7
Views: 149

Re: "Mark all as read" for new item notifications in Crafting tab

I don’t understand exactly the why. Why is it so disturbing? You will pretty surely move your mouse over all entities during normal gameplay, aren’t you? Nobody forces the player to remove the “!” just when they appear ... and personally I would use that to say “oh, and then what else is new and ne...
by kirazy
Thu Nov 26, 2020 5:43 am
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 120

[1.1.1] Reactor prototype ignores light settings

https://i.imgur.com/h9oqtZ1.png The light can be omitted, set to zero intensity and size, use_fuel_glow_color can be set to false, but the light gonna light. In color. working_light_picture seems to respect the use_fuel_glow_color setting, but the light is stubbornly ignoring everything. Removing f...
by kirazy
Wed Nov 25, 2020 11:56 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3376
Views: 442388

Re: Bugs & FAQ

I know the update to 1.1 was just released today, but I am curious if there's any idea for an update to Angel's. I'm currently in a playthrough with Angel's being at the forefront of the pack. Thanks for all you do Arch666Angel Angels for 1.1 is ready to go on the Dev branch and will likely be push...
by kirazy
Wed Nov 25, 2020 11:55 pm
Forum: Ideas and Suggestions
Topic: "Mark all as read" for new item notifications in Crafting tab
Replies: 7
Views: 149

Re: "Mark all as read" for new item notifications in Crafting tab

I'm still thinking of instances in, e.g. Angel+Bob where you unlock dozens of recipes quite rapidly and mousing over each one of them to make them go away would be obnoxious, but you'd still want to have them show up for some of the recipes.
by kirazy
Wed Nov 25, 2020 9:50 pm
Forum: Ideas and Suggestions
Topic: "Mark all as read" for new item notifications in Crafting tab
Replies: 7
Views: 149

"Mark all as read" for new item notifications in Crafting tab

So I know that in a regular game you get items and recipe unlocks in a more organic fashion, so perhaps it's not as cumbersome to clear the notifications... But in my modding development I've happened to unlock hundreds of items at once so the entire crafting grid is a wall of yellow explanation poi...
by kirazy
Wed Nov 25, 2020 6:09 am
Forum: Won't fix.
Topic: [1.1.0] Items with a light layer defined in picture bleed through obstructions
Replies: 2
Views: 128

[1.1.0] Items with a light layer defined in picture bleed through obstructions

Image

I think items may need to receive special treatment and have their light layer rendered at their render layer. The light layer also bleeds through the items on the belt when stacked up.
by kirazy
Wed Nov 25, 2020 5:56 am
Forum: Modding interface requests
Topic: draw_as_light in pictures for icons respect render layer?
Replies: 0
Views: 48

draw_as_light in pictures for icons respect render layer?

https://i.imgur.com/pcAgyt2.png Is it possible, specifically where items are concerned, for draw_as_light to respect render layers for items on the ground/belts? Otherwise you get bleedthrough as in the image. :C Edit: This is a bug, actually: https://forums.factorio.com/viewtopic.php?f=7&t=91843
by kirazy
Wed Nov 25, 2020 4:09 am
Forum: Bob's mods
Topic: Mod versions for Factorio 1.1
Replies: 3
Views: 134

Re: Mod versions for Factorio 1.1

They are currently being worked on. Status is they're all running in 1.1, and he's currently making some tweaks and verifying that all the non-crashing issues (e.g. technology icon changes) are resolved.
by kirazy
Wed Nov 25, 2020 12:33 am
Forum: Modding help
Topic: [Solved] 1.1 draw_as_light, draw_as_glow, draw_as_sprite
Replies: 8
Views: 237

Re: 1.1 draw_as_light, draw_as_glow, draw_as_sprite

So the draw_as_light in WV is actually the same behaviour as draw_as_glow outside of it. And draw_as_glow outside of a WV is the same as draw_as_light + draw_as_sprite inside a WV. I mean, you can see why I got lost. Yeah. In sprite definition, draw_as_light is consistent with draw_as_shadow, which...
by kirazy
Tue Nov 24, 2020 12:40 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 189
Views: 22080

Re: Version 1.1.0

ickputzdirwech wrote:
Tue Nov 24, 2020 12:34 pm
If you forget to clear the cursor first, there is no easy way to undo the new filter in the quickbar.
Middle... mouse... click?...
by kirazy
Sun Nov 22, 2020 3:49 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 64
Views: 3659

Re: [1.0] bugs and balance issues.

factorioplayer16 wrote:
Sun Nov 22, 2020 2:34 am
It seems like there is a bug with electronic circuit boards and circuit boards when using the logistics network. The logistics network sees all circuit boards as electronic circuit boards.
You would happen to be using Circuit Processing would you?
by kirazy
Fri Nov 20, 2020 8:29 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3376
Views: 442388

Re: Bugs & FAQ

Hi, I an't load the game animore, I don't know if I screwed something or not, here is a picture of the bug report https://i.imgur.com/DVMEiaK.png Thanks for your help! This is a bug with ShinyAngelGFX, unfortunately it hasn't been updated yet, and Zombiee is inactive so it may be a while. If you wa...
by kirazy
Mon Nov 16, 2020 5:28 am
Forum: Won't fix.
Topic: [1.0.0] Nuclear Reactor top-east-facing heat ending misalignment
Replies: 8
Views: 472

Re: [1.0.0] Nuclear Reactor top-east-facing heat ending misalignment

Well, if you change your mind, here's the fix which took 60 seconds:
by kirazy
Sat Nov 14, 2020 1:58 am
Forum: Won't fix.
Topic: [1.0.0] Nuclear Reactor top-east-facing heat ending misalignment
Replies: 8
Views: 472

Re: [1.0.0] Nuclear Reactor top-east-facing heat ending misalignment

The misalignment is with respect to the grid that all heat pipes are aligned to. It's not misaligned to the nuclear reactor specifically. It's a bug, but not a very serious one...

It would be analogous to a pipe cover being 5 pixels down-shifted from the pipe it's trying to cover.

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