Search found 88 matches

by Mernom
Tue Apr 20, 2021 8:33 pm
Forum: Modding help
Topic: Shortcut localised_description unused?
Replies: 0
Views: 73

Shortcut localised_description unused?

I've been working on a mod which adds a shortcut accessed selector item, and I've noticed that shortcuts don't display localised descriptions when moussed over, even if it's defined. Now, I'm still on an older version (.19), but looking at the changelog, I don't think it was addressed at all. Is tha...
by Mernom
Thu Jan 28, 2021 4:01 pm
Forum: Releases
Topic: Version 1.1.19
Replies: 31
Views: 16614

Re: Version 1.1.19

https://forums.factorio.com/viewtopic.php?f=18&t=92711 (TL;DR : you can't) I won't believe that. There must be some way. This is, sadly, tilting me. I'll figure out how is the menu interface is constructed - there must be a lua file I can hack or some other way. The snap-to option doesn't help....
by Mernom
Fri Jan 15, 2021 12:05 am
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 8055

Re: Version 1.1.9

Thx for showing me.
Also, thanks for making me aware that the git exists, should be easier to look up stuff on it instead of the serialization from the wiki (more up to date too :D )
by Mernom
Thu Jan 14, 2021 9:55 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 8055

Re: Version 1.1.9

How do you spesify which underground to use for the belt for fast replacing? I'm guessing it's a new field in the transport belt prototype, but it's not listed in the wiki yet, and I don't think it was listed in the new modding interfaces yet. I don't have access to the game to log serpent block the...
by Mernom
Tue Dec 29, 2020 9:46 pm
Forum: Modding discussion
Topic: generator equipment doesn't display burner efficiency anywhere?
Replies: 0
Views: 176

generator equipment doesn't display burner efficiency anywhere?

I've set up an armor generator that has 0.1 efficiency (and uses nuclear fuel), but it doesn't show it anywhere in the tooltip.
Does efficiency not work at all for armor generators, or is the tooltip display simply missing?

The prototype browser does show the efficiency for the equipmenmt.
by Mernom
Mon Nov 23, 2020 11:26 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 45564

Re: Version 1.1.0

We have an undo button.

Why don't we have a redu button yet? It happened way too often to me that I undid one too many, and ended up breaking something important.
by Mernom
Wed Jun 10, 2020 11:46 am
Forum: Mod portal Discussion
Topic: (mod portal bug) collaberator notifications not getting 'marked as seen'
Replies: 0
Views: 186

(mod portal bug) collaberator notifications not getting 'marked as seen'

I have been invited to be a collaberator for the Space Exploration mod's graphic and HR graphics mods, as Earandel was having difficulties uploading large files. This has happened a while back, and I have gotten the collaberator notifications back then as usual. Today, when I logged on to look at my...
by Mernom
Sat Mar 21, 2020 10:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3709
Views: 733894

Re: Development and Discussion

It should be possible to modify the barrel icon...
But I see where you're coming from.
by Mernom
Sat Mar 21, 2020 10:18 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3709
Views: 733894

Re: Development and Discussion

It seems like angel petrochem is causing issues with SE, as well as any mod that tries to copy the original crude oil icon. The probem is this code: data.raw.fluid["crude-oil"].icon = nil data.raw.fluid["crude-oil"].icon_size = nil data.raw.fluid["crude-oil"].icons = an...
by Mernom
Wed Mar 18, 2020 3:12 pm
Forum: Not a bug
Topic: [0.18.12] Biter pushed into water
Replies: 5
Views: 370

Re: [0.18.12] Biter pushed into water

Oh, whops, you're right. Should've checked before posting... Learned for next time.
by Mernom
Wed Mar 18, 2020 3:07 pm
Forum: Not a bug
Topic: [0.18.12] Biter pushed into water
Replies: 5
Views: 370

Re: [0.18.12] Biter pushed into water

That's a bit of a problem, since it's with the Space Exploration closed beta... I'll ask Earandel.
by Mernom
Wed Mar 18, 2020 1:30 pm
Forum: Not a bug
Topic: [0.18.12] Biter pushed into water
Replies: 5
Views: 370

[0.18.12] Biter pushed into water

Atttached gif shows the event, with debug view on, so all mods should be visible there.
Factorio version: 0.18.12.
Aquotic-biter - Copy.gif
Aquotic-biter - Copy.gif (6.16 MiB) Viewed 370 times
by Mernom
Wed Feb 19, 2020 6:05 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 10463

Re: Version 0.18.7

Personally, I stopped using creative mode for testing. Editor mode is way better in most cases. And it can be enabled easily.
by Mernom
Tue Feb 18, 2020 6:41 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 10463

Re: Version 0.18.7

Am I the only one who wants the 0.16 attack alert sound back?

On a more serious note, perhaps ad a toggle to various sounds to change them? Based on player preferance.
by Mernom
Wed Jan 29, 2020 8:13 pm
Forum: Modding discussion
Topic: Question about rules regarding using assets from other games in mods
Replies: 6
Views: 637

Re: Question about rules regarding using assets from other games in mods

hmm. How about a mod that can make use of such assets, if the user owns them and packages them, but doesn't actually redistribute them?
by Mernom
Wed Jan 29, 2020 2:52 pm
Forum: Modding discussion
Topic: Help with ammo prototypes
Replies: 0
Views: 229

Help with ammo prototypes

I'm having a lot of trouble wrangling that prototype. It's structure is VERY weird... what's with multiple sets of double brackets. trying to run the following function: function mod_ammo_properties(ammo_name, speed, rn_div, dir_div) --data validation local ammo if data.raw.ammo[ammo_name].ammo_type...
by Mernom
Wed Jan 29, 2020 2:47 pm
Forum: Modding discussion
Topic: Question about rules regarding using assets from other games in mods
Replies: 6
Views: 637

Question about rules regarding using assets from other games in mods

Is it allowed? I bought a copy of Incoming Forces+Incoming, and all of their sound assets are in plain wav format (ogg for the music).
by Mernom
Mon Jan 27, 2020 12:32 pm
Forum: Modding help
Topic: Weird issue...(0.17.79)
Replies: 5
Views: 432

Re: Weird issue...(0.17.79)

I figured out the issue... It was two fold. One, I was looking inside of data.raw.ammo.name.name.
second, ammo prototypes are weirdly structured, with two layers of nameless tables which contain the other properties.
by Mernom
Sun Jan 26, 2020 11:27 am
Forum: Modding help
Topic: Weird issue...(0.17.79)
Replies: 5
Views: 432

Re: Weird issue... (0.17.79)

Funny thing is, if I went all in on the design, it wouldn't happened since I plan to move the sniper ammo to a different category, and add a different filter to only do the function of "bullet" type ammo. Edit: How do I manage to do that exactly? Tried ammo.name.ammo_type.caregory:find , b...
by Mernom
Sat Jan 25, 2020 10:12 pm
Forum: Modding help
Topic: Weird issue...(0.17.79)
Replies: 5
Views: 432

Re: Weird issue... (0.17.79)

Ahh! That's true.Thank you for the tip.

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