Search found 3285 matches

by Klonan
Wed Jan 16, 2019 1:36 pm
Forum: Implemented mod requests
Topic: Biter should glow when given the light attribute
Replies: 13
Views: 646

Re: Biter should glow when given the light attribute

This is possible now with the script rendering
by Klonan
Wed Jan 16, 2019 1:25 pm
Forum: Implemented mod requests
Topic: [Request] "Prototype/Unit" .light
Replies: 4
Views: 510

Re: [Request] "Prototype/Unit" .light

This is possible now with the script rendering
by Klonan
Wed Jan 16, 2019 8:27 am
Forum: Modding help
Topic: How to stretch an entity picture?
Replies: 1
Views: 38

Re: How to stretch an entity picture?

You can set the 'scale' in the sprite definition

There is also a way to put together multiple sprites as one, I think the easiest way is using 'layers',
And you can chop the image into a 2x2 grid of the sprites, with each layer only 1500x1500
by Klonan
Sat Jan 12, 2019 8:18 pm
Forum: This Forum
Topic: File Extension for Images in the FFF
Replies: 2
Views: 89

Re: File Extension for Images in the FFF

All the images are exported from GIMP or ShareX as PNG's and JPG's,
They also show as JPGs to me in browser 'Image type'
Image
Do you have an idea what might be happening?
by Klonan
Sat Jan 12, 2019 8:43 am
Forum: Modding interface requests
Topic: High resolution icons 64x64 pixels
Replies: 9
Views: 297

Re: High resolution icons 64x64 pixels

Bilka wrote:
Sat Jan 12, 2019 8:41 am
Darkfrei wants the option to have a highres version besides the normal icon. I also want that option.
I don't see the usefulness, if you have the icon in high-res, why not use it?
by Klonan
Sat Jan 12, 2019 8:39 am
Forum: Modding interface requests
Topic: High resolution icons 64x64 pixels
Replies: 9
Views: 297

Re: High resolution icons 64x64 pixels

You can make any icon any size you prefer with the `icon_size` property,
We have fixed several places it didn't work properly in 0.16,
and if you find any other cases after 0.17 releases you can make a bug report
by Klonan
Fri Jan 11, 2019 10:26 pm
Forum: This Forum
Topic: Limit quote depth
Replies: 6
Views: 126

Re: Limit quote depth

I don't really see the problem, the number of nestings doesn't matter,
The problem is quoting huge essays without snipping or cutting out parts for brevity
by Klonan
Wed Jan 09, 2019 9:43 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 765
Views: 610377

Re: Factorio Roadmap for 0.17 & 0.18

Rules of software estimating, learned back in my first job as a software developer in 1982: 1) Figure out how long you (the dev) think it is going to take: e.g., 3 weeks. 2) Multiply by 2: 6 weeks 3) Add one: 7 weeks 4) Shift to the next higher unit: 7 months :D 2022 here we come! Okay, let's rever...
by Klonan
Wed Jan 09, 2019 8:22 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 765
Views: 610377

Re: Factorio Roadmap for 0.17 & 0.18

Amarula wrote:
Wed Jan 09, 2019 6:53 pm
Rules of software estimating, learned back in my first job as a software developer in 1982:
1) Figure out how long you (the dev) think it is going to take: e.g., 3 weeks.
2) Multiply by 2: 6 weeks
3) Add one: 7 weeks
4) Shift to the next higher unit: 7 months
:D
2022 here we come!
by Klonan
Wed Jan 09, 2019 3:17 pm
Forum: Technical Help
Topic: MY Factorio account problem
Replies: 4
Views: 66

Re: MY Factorio account problem

You can't. Your username identifies you when joining multiplayer servers, if you could freely rename yourself, any ban- or whitelist would be pointless. I know this reason I can re-register new Factorio an account for new ID. Old account unlink steam account This feature is not useless. It is bette...
by Klonan
Wed Jan 09, 2019 1:55 pm
Forum: General discussion
Topic: Multiplayer Teams
Replies: 5
Views: 189

Re: Multiplayer Teams

Is it even possible to set 3 different random spawn locations on the map? Not as fun of the other teams know where you are. Multiplayer teams have such potential for fun gameplay, why isn't it a feature? You could have players fight for territory, set up trade routes with trains, fight for resource...
by Klonan
Tue Jan 08, 2019 5:29 pm
Forum: Modding help
Topic: silo_script causing server problems?
Replies: 4
Views: 85

Re: silo_script causing server problems?

People may be playing a scenario which does not have the silo script,
You should check that it exists before trying to call it:

Code: Select all

if not remote.interfaces["silo_script"] then return end
by Klonan
Tue Jan 08, 2019 9:25 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 579
Views: 34213

Re: Friday Facts #266 - Cleanup of mechanics

Ok thats probably enough, any further off-topic posts will be deleted without notice,
This thread is for discussing what was presented in the FFF

If you wish to discuss censorship, moderatoration, closing of topics etc.
Feel free to make a thread here: viewforum.php?f=55
by Klonan
Mon Jan 07, 2019 10:38 am
Forum: Ideas and Suggestions
Topic: Auto sync mods to server
Replies: 2
Views: 69

Re: Auto sync mods to server

DarkKlown wrote:
Mon Jan 07, 2019 10:26 am
Currently when loading a save game you can sync your mods to the save. It would be nice to be able to do this to a multiplayer server.
This is done for 0.17, so when you try to join, it will try to download the mods from the mod portal, and then restart
by Klonan
Sun Jan 06, 2019 10:28 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 579
Views: 34213

Re: Friday Facts #266 - Cleanup of mechanics

The removal of the axe is nothing compared to this disgusting and insulting censorious behaviour. Closing topics when they become off-topic is not the same as censorship. You are welcome to continue discussing the axe removal and other changes in the appropriate topics, such as this FFF thread, and...
by Klonan
Sun Jan 06, 2019 8:28 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11465

Re: Friday Facts #276 - Belt item spacing & Script rendering

That last animation... I wonder if there's an multiplayer RTS mod out there... Gotta breed your biters to take out the enemy factions whilst building your factory so that you can launch the rocket first. I have an RTS mod that will be ready for 0.17, which is what I used to test and demonstrate the...

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