Search found 122 matches

by Mernom
Fri Jan 12, 2024 1:13 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 220
Views: 40542

Re: Friday Facts #393 - Putting things on top of other things

I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game s...
by Mernom
Fri Dec 29, 2023 12:37 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 9835

Re: Friday Facts #391 - 2023 recap

The ability to go to manage mods if an issue is detected is all well and good, but there is one more aspect that needs to be implemented: mod settings. Sometimes an error in the setup can only be resolved by flipping a mod setting to some value, which if I understand the new system correctly, would ...
by Mernom
Thu Jan 26, 2023 10:54 am
Forum: Modding interface requests
Topic: Chart tag using localised strings
Replies: 5
Views: 1645

Re: Chart tag using localised strings

If the whole thing is treated is one block, instead of text, if would act the same regardless of which language it's translated to. Internally, it would still be known as it's rich text alias.
by Mernom
Sat Dec 03, 2022 1:31 pm
Forum: Minor issues
Topic: [1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
Replies: 4
Views: 1173

[1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit

Seems like dedicated servers don't care to increase their sprite size limit when set to HR mode, while still loading the HR graphics. See picture: loading HR graphics, yet the sprite size limit is 2048. Screenshot_2022-11-17_070903.png Setting the server to SR graphics allows it to load normally. Sa...
by Mernom
Mon Nov 14, 2022 6:03 pm
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 10481

Re: Remove Expensive Mode

How many mods actually take advantage of Expensive mode, anyway? I know SE doesn't, and we just have to work around it. I know K2 implements it through mod settings, AKA similarly to how it's going to work in the future it seems. Any others? If it's really underused, I'm all for trimming a cumbersom...
by Mernom
Thu Oct 13, 2022 2:04 pm
Forum: Releases
Topic: Version 1.1.70
Replies: 5
Views: 13519

Re: Version 1.1.70

Now we just need modlists.
by Mernom
Sat Aug 20, 2022 6:22 am
Forum: Releases
Topic: Version 1.1.66
Replies: 8
Views: 9983

Re: Version 1.1.66

Wait. THAT'S the sauce for that meme?
by Mernom
Mon Jun 27, 2022 10:29 am
Forum: Gameplay Help
Topic: What happens if the train id exceeds the limit?
Replies: 9
Views: 2380

Re: What happens if the train id exceeds the limit?

Can you implement a check that makes sure if the id is not occupied when assigning a new ID? This should fix most of the problems... Is it performance heavy?
by Mernom
Fri Jun 24, 2022 10:34 am
Forum: Releases
Topic: Version 1.1.61
Replies: 9
Views: 14874

Re: Version 1.1.61

`When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.` Does this fix the issue with conditional require () calls breaking multiplayer? No, it shouldn't. As I understand it, this will save a restart after you've changed startup settings, whi...
by Mernom
Thu Jun 23, 2022 12:53 pm
Forum: Releases
Topic: Version 1.1.61
Replies: 9
Views: 14874

Re: Version 1.1.61

`When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.`
Does this fix the issue with conditional require () calls breaking multiplayer?
by Mernom
Sat Jun 18, 2022 10:13 am
Forum: Won't fix.
Topic: [Rsed] When taking an item out from the item-with-inventory using the hotbar, it gets put into the character inventory
Replies: 1
Views: 1001

[Rsed] When taking an item out from the item-with-inventory using the hotbar, it gets put into the character inventory

When taking an item out from the item-with-inventory using the hotbar, it gets put into the character inventory. Also, any future attempts will take a new stack from the item-with-inventory, instead of taking it out of the character inventory since it's already there. extends_inventory_by_default = ...
by Mernom
Sun Jun 12, 2022 2:28 pm
Forum: Resolved Problems and Bugs
Topic: Prototype explorer doesn't unpack the attack_paremeters field for the gun prototype
Replies: 1
Views: 1664

Prototype explorer doesn't unpack the attack_paremeters field for the gun prototype

Expected:
attack-parameters-2.png
attack-parameters-2.png (44.66 KiB) Viewed 1664 times
Actual result:
attack-parameters-1.png
attack-parameters-1.png (55.16 KiB) Viewed 1664 times
I have a bunch of mods that interact with stuff there, but I'm not sure if it should impact this in any way (also happens with a different gun that doesn't get modified by my mods).
by Mernom
Fri Jun 03, 2022 11:11 am
Forum: Texture Packs
Topic: Need icons graphics
Replies: 4
Views: 3827

Re: Need icons graphics

aklesey1 wrote:
Sun Oct 11, 2020 7:27 pm
I saw this images on wikipedia but i can't draw it correctly to 32 x 32

Often a picture is drawn with a white background behind it and you can't draw a transparent background
You need to edit it with an editor that supports transparent colors. There are free ones out there you can use.
by Mernom
Thu Apr 14, 2022 6:05 pm
Forum: Modding discussion
Topic: Licensing question about interactions between mods
Replies: 13
Views: 2655

Re: Licensing question about interactions between mods

Personally, I don't believe such a license is viable, but the question came up, so I want to have a semi-reliable thread to point to in case it does so again.
Hopefully a dev, or someone high up there, can pop in and give a more or less definitive answer.
by Mernom
Sun Apr 10, 2022 5:30 pm
Forum: Modding help
Topic: Is there any way for the data stage to effect the settings stage?
Replies: 9
Views: 2596

Re: Is there any way for the data stage to effect the settings stage?

For my purposes, I only need the setting's `localised_name` and/or `localised_description` to be accessible during data.
by Mernom
Sun Apr 10, 2022 5:22 pm
Forum: Modding discussion
Topic: Licensing question about interactions between mods
Replies: 13
Views: 2655

Licensing question about interactions between mods

Is it possible for a mod's license to protect it's entities, recipes, items, technologies, etc, from being altered by a third party mod through factorio's data.raw table? I'm 99.9% sure that the answer is no, but someone asked a question about a mod's license possibility of reading 'the mod must not...
by Mernom
Sun Apr 10, 2022 5:19 pm
Forum: Modding discussion
Topic: How does tech/recipe difficulty handle the default fields?
Replies: 2
Views: 1048

Re: How does tech/recipe difficulty handle the default fields?

That's too bad, this means I have to record data for both states in the description.
by Mernom
Sun Apr 10, 2022 4:57 am
Forum: Fixed for 2.0
Topic: [0.15.35] Boiler type entities cannot eject burnt items
Replies: 11
Views: 6045

Re: [0.15.35] Boiler type entities cannot eject burnt items

I though it was fixed at 1.1.37?
inserters can now pull out from the main output and burnt result inventory of an entity.
by Mernom
Sat Mar 19, 2022 10:23 am
Forum: Modding help
Topic: Is there any way for the data stage to effect the settings stage?
Replies: 9
Views: 2596

Is there any way for the data stage to effect the settings stage?

I want to modify my setting's localised description, to show certain values that will be useful for the player to define their settings (since the effect depends on the length of the longest technology dependency chain). But the data.raw table is not accessible, and the setting itself only provides ...
by Mernom
Wed Mar 09, 2022 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.55] Crashes using "manual" type of equipment shape
Replies: 2
Views: 2485

Re: [1.1.55] Crashes using "manual" type of equipment shape

So there is at least 1 mod that's aware of this feature. This is 1 more than I thought there was. ;)

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