Search found 61 matches

by coderpatsy
Mon May 10, 2021 4:36 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 44
Views: 2775

Re: Small documentation improvement requests

Klonan tried fixing it but because it affects older saves it was shelved: viewtopic.php?p=540284#p540284

-> Thanks for the context!
by coderpatsy
Tue May 04, 2021 4:33 pm
Forum: Ideas and Suggestions
Topic: Add support for AVIF
Replies: 5
Views: 370

Re: Add support for AVIF

ssilk wrote: ↑
Tue May 04, 2021 6:36 am
Then it seems to be a non-loseless kind of compression which is bad , because in Factorio every pixel counts.
As mentioned in the OP, AVIF does have a lossless mode. I've no clue about unpacking time/memory so your other points probably still stand though.
by coderpatsy
Thu Apr 15, 2021 3:01 am
Forum: Not a bug
Topic: [1.1.32] Error: "Reached id limit for tile." after update
Replies: 9
Views: 424

Re: [1.1.32] Error: "Reached id limit for tile." after update

Can't the tile types be increased at all? It seems to be a pretty low concrete ceiling for the modding capabilities of the game. As Rseding has said... It's not going to happen. It would be a memory and performance hit for *every single base game player regardless of them using mods* - that's not g...
by coderpatsy
Tue Mar 30, 2021 7:09 pm
Forum: Ideas and Suggestions
Topic: Automatically equip best armor
Replies: 7
Views: 345

Re: Automatically equip best armor

Define "better/best" armor, especially for players who carry multiple armors with different module loadouts for different purposes. Or I could imagine the frustration if you craft a higher tier power armor while your existing armor's bots are working.
by coderpatsy
Wed Mar 10, 2021 5:53 am
Forum: Ideas and Suggestions
Topic: Train horn - warn the user about bumping
Replies: 14
Views: 833

Re: Train horn - warn the user about bumping

Another mod that teleports players out of the way before they get splattered: https://mods.factorio.com/mod/splatter_guard
by coderpatsy
Fri Dec 18, 2020 9:10 pm
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 2993

Re: Mods must have a banner-picture

eradicator wrote: ↑
Fri Dec 18, 2020 6:58 pm
coderpatsy wrote: ↑
Fri Dec 18, 2020 5:51 pm
You can get it down to 96 bytes.
Interesting, what tool did you use? I tried pngout, optipng and pngquant and the best i can get is 110.
FileOptimizer.
by coderpatsy
Fri Dec 18, 2020 5:51 pm
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 2993

Re: Mods must have a banner-picture

eradicator wrote: ↑
Fri Dec 18, 2020 3:13 pm
Here's my new default picture in case this ever happens
Now that won't do. That's not even filesize optimized. You can get it down to 96 bytes.
by coderpatsy
Mon Aug 10, 2020 4:40 pm
Forum: Not a bug
Topic: Damaged items block inserters from inserting undamaged items into Assemblers
Replies: 6
Views: 592

Re: Damaged items block inserters from inserting undamaged items into Assemblers

There is no way for a damaged item to end up in a crafting machine without manual action somewhere (at least in vanilla). Repair the entities before you order their deconstruction, before you stick them on your bus or directly in the crafting machine, whatever it takes. Yes it is annoying, maybe it ...
by coderpatsy
Fri Jun 05, 2020 2:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27] Low contrast for circuit signal icons
Replies: 13
Views: 1618

Re: [0.18.27] Low contrast for circuit signal icons

ickputzdirwech wrote: ↑
Fri Jun 05, 2020 6:17 am
Maybe just write:

Each/Any/All
I would rather they avoid baking a specific localization into the icons. Not everyone plays on English.
by coderpatsy
Mon Apr 13, 2020 6:42 pm
Forum: Implemented mod requests
Topic: update api: create_blueprint() add boolean for 'Include Station name'
Replies: 2
Views: 478

Re: update api: create_blueprint() add boolean for 'Include Station name'

Good news, v0.18.18 reportedly has this.
v0.18.18 wrote: ↑ Added "include_entities", "include_trains", "include_station_names", and "include_modules" fields to LuaItemStack::create_blueprint.
by coderpatsy
Mon Feb 24, 2020 5:28 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 9734

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

I re-read the FF#335, and have a follow up question from the General cleanup section, " ... switching the loaders to stack inserters ...". Could someone a developer please elaborate scope of change, and what the change will be to loaders. Hiladdar As said on reddit , they are only changin...
by coderpatsy
Sat Feb 22, 2020 3:02 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 9734

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

Colored concrete would be great, though I'd say it's oversaturated. Everytime people want to color something, they give near 100% saturation. Damn it... Pure colors look synthetic. Also lightness of concrete is very different, I'm not sure whether it is good or not. This is kinda not consistent. It...
by coderpatsy
Wed Feb 19, 2020 4:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3711
Views: 748440

Re: Development and Discussion

One change that I can't find a 0.18 changelog entry for (for angel, bob, or anyone else) is splitting barrels into barrels, canisters, and bottles. Going by the Angel's Refining changelog , it was added the first v0.18 update (mod version 0.11.0): - If bobs mods are activated, integrate gas bottles...
by coderpatsy
Mon Dec 09, 2019 10:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3711
Views: 748440

Re: Development and Discussion

About the only time I've used barrels is AngelBobs sulfuric acid, because it's so commonly used. I made a belt loop, acid barrels going out and splitting off to barrel machines, and a return line for empties right next to it. I don't know if I would have had throughput issues just using pipes, and I...
by coderpatsy
Sat Nov 02, 2019 9:04 pm
Forum: News
Topic: Friday Facts #319 - New T-shirts & Lua event filtering
Replies: 35
Views: 6871

Re: Friday Facts #319 - New T-shirts & Lua event filtering

On a topic of Lua. Did you investigated using LuaJIT instead of normal Lua? It is very compatible with lua scripts and even Lua C APIs, and do provide substantial performance boost in many cases, it also includes very fast interpreter and essentially is never slower than normal Lua. It is supported...
by coderpatsy
Thu Oct 17, 2019 7:36 pm
Forum: Ideas and Requests For Mods
Topic: Angelbob cleanup
Replies: 2
Views: 470

Re: Angelbob cleanup

A few relevant mods that are not exactly what you want: https://mods.factorio.com/mod/Hexy_AngelBob_Tweaks optionally removes bob's electrolyzers and chemical plants, along with a bunch of other things. https://mods.factorio.com/mod/AngelBob_Better_Concrete does things in the opposite way you want, ...
by coderpatsy
Fri Jul 26, 2019 3:13 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 93700

Re: Friday Facts #305 - The Oil Changes

For the avoidance of doubt, please can you confirm what the exact inputs and outputs of the proposed new Basic Oil Processing recipe is? Is it 100 crude in, 100 petroleum out? Is it 100 crude in, 40 petroleum out? That's in the FFF- 100 crude in, 45 petro out: https://cdn.factorio.com/assets/img/bl...
by coderpatsy
Fri Jul 19, 2019 3:00 am
Forum: Duplicates
Topic: Objects missing robots/Needed objects changing randomly
Replies: 5
Views: 534

Re: Objects missing robots/Needed objects changing randomly

Generally this is the last 600ish ghosts processed that'll have active alerts. I also have seen up to 1201 ghosts being processed normally at the same time. This seems like a much higher number than 600. How is this possible if the game only handles the 600ish ghosts that sometimes appear to be the...
by coderpatsy
Thu Jul 18, 2019 1:33 pm
Forum: Ideas and Requests For Mods
Topic: Geothermal energy with water and steam
Replies: 2
Views: 394

Re: Geothermal energy with water and steam

https://mods.factorio.com/mod/Geothermal is close, the drills don't need water but also don't produce steam directly; you need to convert their superheated water to steam first, which requires regular water.

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