Search found 77 matches

by Villfuk02
Wed Sep 15, 2021 10:42 am
Forum: Modding interface requests
Topic: "hidden" flag and Production window
Replies: 1
Views: 917

Re: "hidden" flag and Production window

I'm running into the same issue, please add an option to hide a fluid from statistics completely.
by Villfuk02
Wed Sep 15, 2021 10:26 am
Forum: Modding interface requests
Topic: Add a heat generator option for modders
Replies: 3
Views: 1211

Add a heat generator option for modders

TL;DR There are generators that generate electricity from items (burner) or fluids , but none can generate electricity directly from heat . WHY? I'm making a mod where I have a thermoelectric generator, but I can't just make it generate electricity from heat, because the game does not support it. M...
by Villfuk02
Mon Aug 30, 2021 3:58 pm
Forum: Ideas and Requests For Mods
Topic: Spectral Overhaul - Ambitious overhaul mod - looking for a team
Replies: 2
Views: 1274

Re: Ambitious overhaul mod - looking for a team

Main challenges:
- More complicated entities
- Graphics
- Sound effects
- coming up with diverse enough things
by Villfuk02
Mon Aug 30, 2021 2:54 pm
Forum: Ideas and Requests For Mods
Topic: Spectral Overhaul - Ambitious overhaul mod - looking for a team
Replies: 2
Views: 1274

Spectral Overhaul - Ambitious overhaul mod - looking for a team

I'd like to make an overhaul mod, but I won't be able to do it alone, so I'm looking for people to work with . Main goals: - Not too complex in the early game - Every playthrough is different - New logistic challenges - In research, more emphasis on discovery HOW? 3 different kinds of each type of o...
by Villfuk02
Sun Mar 14, 2021 11:43 am
Forum: Not a bug
Topic: [1.1.27] Disabled research not counted as a fulfilled prerequisite when researched
Replies: 2
Views: 945

[1.1.27] Disabled research not counted as a fulfilled prerequisite when researched

Advanced Electronics 2 has Chemical Science Pack as its only prerequisite, so when I research Chemical Science Pack, AE2 is available for research https://cdn.discordapp.com/attachments/306402592265732098/820616001745715200/unknown.png Then, when I disable the Chemical Science Pack research, AE2 is ...
by Villfuk02
Thu Mar 11, 2021 11:20 am
Forum: Ideas and Suggestions
Topic: Reset individual mod settings button
Replies: 5
Views: 2138

Reset individual mod settings button

There is a reset settings button, which resets all the mod settings. It would be really helpful to have the option for resetting just a single mod's settings or even a single mod setting. The default values are not shown, so when I want to go back to defaults, I have to reset ALL the settings and th...
by Villfuk02
Wed Mar 03, 2021 6:33 pm
Forum: Modding interface requests
Topic: Multi-line label won't show ... and tooltip if the text can't fit
Replies: 0
Views: 577

Multi-line label won't show ... and tooltip if the text can't fit

https://cdn.discordapp.com/attachments/306402592265732098/815354107249557574/unknown.png When using single_line labels, the text is shortened with ... and it has a tooltip of the entire text. However, when using a label with single_line set to false, the extra text is just cut off. (Note that it is...
by Villfuk02
Sun Sep 15, 2019 11:04 am
Forum: Implemented Suggestions
Topic: Load Game as first menu entry
Replies: 7
Views: 2821

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: 14174

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: 1561

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: 3264

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: 1978

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: 1978

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: 1978

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", "plac...
by Villfuk02
Fri Jun 01, 2018 3:03 pm
Forum: Pending
Topic: Moded furnaces reset every time a mod is updated
Replies: 5
Views: 1978

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: 1266

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: 14174

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: 14174

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: 2068

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: 2068

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...

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