Search found 70 matches

by Villfuk02
Sun Sep 15, 2019 11:04 am
Forum: Implemented Suggestions
Topic: Load Game as first menu entry
Replies: 7
Views: 647

Re: Load Game as first menu entry

Well, if this ever becomes reality, there could be two buttons, one for the latest named save and one for the latest autosave, both only from worlds with the same mods as you have rn and showing name of the save, with preview on hover.
by Villfuk02
Sat Jun 23, 2018 3:58 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

His mod works in a very different system than my mod, but i think it would be possible to make some sort of bridge between the two mods. But I don't plan on continuing with this mod, so I am not going to do it. On the other hand you or somebody else can get in touch with him and you can make the bri...
by Villfuk02
Thu Jun 21, 2018 2:55 pm
Forum: Mods
Topic: [MOD 0.16.x] Super Late Game
Replies: 1
Views: 683

Re: [MOD 0.16.x] Super Late Game

I posted a bug fix in the mod's discussion page:
https://mods.factorio.com/mod/Super-Lat ... 000991a78a
by Villfuk02
Fri Jun 08, 2018 1:06 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.42] Shift on layers of modules not scaled properly
Replies: 2
Views: 1285

Re: [kovarex] [0.16.42] Shift on layers of modules not scaled properly

You need to use version 0.1.4, because i worked around the issue in version 0.1.5.
can see it on all modules with at least one light on it
by Villfuk02
Mon Jun 04, 2018 1:55 pm
Forum: Pending
Topic: Moded furnaces reset every time a mod is updated
Replies: 5
Views: 579

Re: Moded furnaces reset every time a mod is updated

Are you Investigating the Issue, or do you need more help?
by Villfuk02
Fri Jun 01, 2018 9:51 pm
Forum: Pending
Topic: Moded furnaces reset every time a mod is updated
Replies: 5
Views: 579

Re: Moded fornaces every time a mod is updated

You can just download the any version of the mod here
https://mods.factorio.com/mod/FoodIndustry/
by Villfuk02
Fri Jun 01, 2018 7:05 pm
Forum: Pending
Topic: Moded furnaces reset every time a mod is updated
Replies: 5
Views: 579

Re: Moded furnaces every time a mod is updated

I'm the mod author and i know for sure I'm not doung anything special with the entities: { type = "furnace", name = "basic-farmland", icon = "__FoodIndustry__/graphics/icons/entities/basic-farmland.png", icon_size = 32, flags = {"placeable-neutral", "placeable-player", "player-creation", "not-repair...
by Villfuk02
Fri Jun 01, 2018 3:03 pm
Forum: Pending
Topic: Moded furnaces reset every time a mod is updated
Replies: 5
Views: 579

Moded furnaces reset every time a mod is updated

My mod - Food Industry adds multiple new entities of type furnace. Every time the mod is updated, the recipe inside the entity is lost (but not the progress) How to reproduce: 0. Make sure you don't have the newest version of the mod 1. Use any furnace from the mod ie. Basic Farmland 2. Start some r...
by Villfuk02
Mon May 28, 2018 4:10 am
Forum: Modding help
Topic: Damage player ignoring armor
Replies: 3
Views: 366

Re: Damage player ignoring armor

Yep, I also figured that out. But i wanted to know if there was a better way. Thanks
by Villfuk02
Wed May 23, 2018 6:29 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

All the code sould be done now!
All that is left is the entity models and lots of testing.
by Villfuk02
Tue May 22, 2018 7:05 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

Finally got wild plant generation working and I think I'm gonna need models for these too. Should I post another request, or keep it here?
by Villfuk02
Tue May 22, 2018 5:40 pm
Forum: Modding help
Topic: Add new tree type
Replies: 6
Views: 503

Re: Add new tree type

Thanks!
by Villfuk02
Tue May 22, 2018 3:44 pm
Forum: Modding help
Topic: Add new tree type
Replies: 6
Views: 503

Re: Add new tree type

I couldn't find anywhere what do all the values in the prefam mean. And I also don't quite understand all the autoplace values :/ AutoplaceSpecification Table with the following fields: sharpness :: double max_probability :: double placement_density :: uint richness_base :: double richness_multiplie...
by Villfuk02
Mon May 21, 2018 8:07 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

This was captured in my new testing world, where I haven't set eternal day yet. Sorry. And the icon looks adorable!
by Villfuk02
Mon May 21, 2018 5:10 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

Here: I made it bigger. It now fits perfectly (5.5x5.5)
Výstřižek.PNG
Výstřižek.PNG (616.62 KiB) Viewed 2527 times
by Villfuk02
Mon May 21, 2018 4:50 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

That looks awesome! Is this version ready to use?
Also I think i am going to need an item icon version of this one, without the plants, shadows and from a more horizontal angle
It looks way smaller than I expected. I could also make the entity bigger, which would be better.
Výstřižek.PNG
Výstřižek.PNG (635.1 KiB) Viewed 2528 times
by Villfuk02
Mon May 21, 2018 1:23 pm
Forum: Modding help
Topic: Add new tree type
Replies: 6
Views: 503

Add new tree type

I'd like to add a new tree type, but I can't find any way to do so. Also how would I make it generate only in set biomes?
by Villfuk02
Mon May 21, 2018 4:18 am
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

Looking good. But I'd just like the plants to look like plants, not truncated cones sticking from the ground :D
It would also be good to add some dirt around the fence poles to seem more like there's part burried in ground.
by Villfuk02
Sun May 20, 2018 5:12 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

It will grow different kinds of plants (but all of them are green, except their blossoms), so if you want to make plants on top, jut make some generic green plants without blossoms.
But that alien plant looks seriously cool
by Villfuk02
Sun May 20, 2018 3:19 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 6519

Re: [REQUEST] Machines for my food-based mod

Thats sounds fine to me. The important thing is if it will look good

Go to advanced search