Search found 50 matches

by Taehl
Tue Aug 14, 2018 4:44 am
Forum: Mods
Topic: [MOD 16.x] My Player Color
Replies: 0
Views: 955

[MOD 16.x] My Player Color

My Player Color Now on the mod portal! Do you wish you had more colors to choose from? My Player Color lets you describe any color you want, in words, then does all the math and console stuff for you. Why just be "red", if you could be "dark red", "kinda faded red", &q...
by Taehl
Sun Aug 12, 2018 9:30 pm
Forum: Not a bug
Topic: [0.16.51] Can't change map color of rails (not a bug, TY :)
Replies: 1
Views: 880

[0.16.51] Can't change map color of rails (not a bug, TY :)

While working on my mod, it came to my attention that straight_rail and curved_rail both seem to ignore map_color AND friendly_map_color! Am I missing something, or have I found a bug?
by Taehl
Sun Aug 12, 2018 9:01 pm
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.16] Useful Map Colors

If it's exactly like that, you're missing a closing curly bracket at the end: return { { "electric-pole", "big-wooden-pole", HSL(.1, 1.0, .8, part) }, { "tile", "wood-floor", HSL(.1, .5, .3, full) }, { "straight-rail", "straight-rail", { r=...
by Taehl
Tue Aug 07, 2018 8:14 am
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.16] Useful Map Colors

I finally got around to updating this thing, lol. It has colors for all the new stuff, as well as a few in-game options. For example, you can toggle between Oil Wells being high-visibility purple or the old realistic color. I hope you all enjoy it as much as I've enjoyed making it. :)
by Taehl
Wed Nov 30, 2016 10:45 pm
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.13.x+] Useful Map Colors

That mod has more support for coloring items from other mods out-of-the-box. It was also the inspiration for UMC - I loved the idea, but wanted to improve everything. Mine is more aesthetically pleasing, more informative, and lets you override colors / add your own mod support. If oil needs better v...
by Taehl
Tue Nov 29, 2016 5:32 pm
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.13.x+] Useful Map Colors

Double-check that the mod is enabled. It should automatically redraw the map when you load a game, but the redraw can be a little slow and may need a few minutes to finish (especially in big games). If you load and open your map, you should see explored sectors lighting up one at a time, with the ar...
by Taehl
Tue Nov 29, 2016 3:45 am
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.13.x+] Useful Map Colors

Hi there. It can be a bit technical, but please allow me to explain how to specify colors. You should avoid changing anything except config.lua, just to be safe. For simplicity sake, each number should be a decimal between 0 and 1. By default, Factorio uses RGB color where the first three numbers ex...
by Taehl
Mon Oct 31, 2016 9:59 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86751

Re: [MOD 12.11+] Train Outposts

Really loving this mod! I'm enjoying this more than I enjoyed RSO - in RSO, I didn't need to expand until almost the end of the game, while in TO it was profitable to abandon my starting area early in the game. 20x train rails may be a little OP, but it's awfully helpful. Unfortunately, it's making ...
by Taehl
Mon Oct 31, 2016 8:32 pm
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.13.x+] Useful Map Colors

When the new version is out (soon), you won't have to use that command to update your map - it automatically does it for you. 8-)

It also has a config file to let you specify colors for new stuff.
by Taehl
Fri Oct 28, 2016 6:42 am
Forum: Mods
Topic: Better Science
Replies: 1
Views: 2781

Better Science

Check it out on the Mod Portal! https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/betterscience/new%20tech%20tree%20to%20silo.png Someone asked for a forum thread for discussion, so here you go! I'm definitely interested in hearing opinions on its balance, and I can't wait to see someon...
by Taehl
Sun Sep 18, 2016 5:50 pm
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.13.x+] Useful Map Colors

Currently, I've only hard-coded support for two modded items: Wooden floors and big wooden powerpole. I have yet to figure out a good way for mod items to get correct custom colors, but I'm open to suggestions.
by Taehl
Sat Sep 17, 2016 3:55 am
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

Re: [MOD 0.13.x+] Useful Map Colors

I'm going to release a 0.14 version when either A) 0.14 becomes the stable version, or B) Factorio allows mods to work with more than one version. If you need it now, you can extract the mod and edit info.json, changing 0.13 to 0.14. But if you use 0.14, then most mods on the portal will be disabled...
by Taehl
Wed Sep 14, 2016 12:34 am
Forum: Mods
Topic: Utility function: data.raw trawler
Replies: 0
Views: 1067

Utility function: data.raw trawler

Working with Factorio's data.raw schema, it can be easy to change more than you intended. For example, if we wanted to change Productivity Module 3's infamously inconsistent recipe, we could simply write to our data.lua: data.raw.recipe["productivity-module-3"].ingredients = { {"produ...
by Taehl
Sat Sep 10, 2016 3:43 am
Forum: Mods
Topic: [MOD 0.16.x] Auto Deploy Destroyers 0.1.6
Replies: 10
Views: 7429

Re: [MOD 0.13.x] Auto Deploy Destroyers 0.1.3

I was planning on making something like this (including needing a modular armor gadget), but it looks like you beat me to it. ;)

How about making it throw surplus lower-grade combat capsules if you're out of Destroyers?
by Taehl
Fri Sep 09, 2016 10:30 pm
Forum: Mods
Topic: [MOD 0.16] Useful Map Colors
Replies: 19
Views: 10157

[MOD 0.16] Useful Map Colors

Hello, everyone. I've updated my mod to work with the latest version of the game. :) You can get it on the mod portal: Useful Map Colors This cosmetic mod changes the colors of resources and constructions on the minimap to a consistent scheme which makes it easy to identify everything. Electricity-r...
by Taehl
Tue Jun 14, 2016 4:10 am
Forum: Modding discussion
Topic: Ready to release a mod, but...
Replies: 3
Views: 1455

Ready to release a mod, but...

The mod is ready and fine. It changes the colors of objects on the minimap so you can tell what they are. https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/factorio-mapcolor-preview2old.png https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/factorio-mapcolor-preview2.png The o...
by Taehl
Thu Apr 28, 2016 7:28 pm
Forum: Ideas and Suggestions
Topic: Signs?
Replies: 2
Views: 1660

Re: Signs?

What I often do is go to where I want a sign, put down a piece of rail and a train stop, rename it to whatever, and remove the rail. In the map, the name will be displayed. :)
by Taehl
Tue Apr 26, 2016 8:21 pm
Forum: Mods
Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
Replies: 33
Views: 17958

Re: [MOD 0.12.30] Automatic Belt Planner v0.4.0

A* is certainly doable in Lua, and it's fast even without LuaJIT. Further, Lua's flexibility enables a few optimizations which other languages make obtuse. I say this from experience . IIRC, my implementation was only 120 lines or so. That being said, I, too, easily see much better paths in those pi...
by Taehl
Tue Apr 26, 2016 7:16 pm
Forum: Not a bug
Topic: Wrong icon in electric network window
Replies: 7
Views: 2396

Re: Wrong icon in electric network window

Mining an entity can result in multiple items (beside anything "contained" in it such as ore or modules)? Isn't data.raw[type][item].mineable.result a string, not a table?
by Taehl
Tue Apr 26, 2016 6:54 pm
Forum: Modding help
Topic: Trying to make a Solar Water Heater, code help please?
Replies: 2
Views: 1365

Trying to make a Solar Water Heater, code help please?

Hi, all. I'm still getting used to modding Factorio, and my latest little endeavour has me stumped. I'm trying to make an early-game version of the Solar Panel which doesn't make electricity directly, rather, during the day it acts as a boiler for powering steam engines. My naive guess was that I wo...

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