The original mining drill is also very flat like a top-down square. In general we try to avoid square entities like the plague, as they tend to look disintegrated with the world because they don’t try to hide that their perspective isn’t correct.
I kinda wish you had fixed it early on to ...
Search found 36 matches
- Fri Jun 05, 2020 4:34 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 60469
- Sun Feb 16, 2020 3:00 am
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 29665
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
There's an opportunity for something that makes the player feel really powerful, if they have the production to back it up. Drifting after the player is okay when there are no threats around. But when an enemy is close, it would be cool if they would act more like spitters - aggressively moving to ...
- Sun Feb 16, 2020 2:58 am
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 29665
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
What I disliked about the old poison cloud animation was that it played backwards! It was like a vortex spiraling *into* the grenade. I couldn't unsee it.
I kept meaning to make a mod that reversed the animation, but this is good too
I kept meaning to make a mod that reversed the animation, but this is good too
- Sat Nov 02, 2019 6:33 am
- Forum: News
- Topic: Friday Facts #319 - New T-shirts & Lua event filtering
- Replies: 35
- Views: 19038
Re: Friday Facts #319 - New T-shirts & Lua event filtering
Shirts look great! I would love one with just a big version of the eight-toothed rusty gear logo, though.
- Wed Jul 05, 2017 9:05 pm
- Forum: Mods
- Topic: [MOD 0.15+][Deprecated] Color Picker - Locomotive 0.2.1
- Replies: 20
- Views: 9094
Re: [MOD 0.15+] Color Picker - Locomotive 0.2.1
Thanks for the status report!Mooncat wrote:It is known that this mod is causing error in 0.15.27.
But I need some time to fix it. Please disable the mod for now if you are playing 0.15.27.
PS: same as other color picker sub-mods.
- Fri Jun 30, 2017 9:12 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 27301
Re: Option to disable auto-repair by pers. roboport robots.
I took another look at Equipment Hotkeys and figured out the problem. The mod disables roboports by setting construction_radius = 0, but an occupied vehicle's distance from the driver is 0, so the bots are allowed to work on it. Setting robot_limit = 0 fixes it--disabled ports aren't allowed to ...
- Fri Jun 30, 2017 8:35 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 27301
Re: Option to disable auto-repair by pers. roboport robots.
Are you too lazy to type in "personal roboport" in the search bar of the mod plattform? 8-)
https://mods.factorio.com/mods/Articulating/EquipmentHotkeys
https://mods.factorio.com/mods/mknejp/personal-roboport-switch
I think both are useful.
Neither one of those fixes the problem, at least for ...
https://mods.factorio.com/mods/Articulating/EquipmentHotkeys
https://mods.factorio.com/mods/mknejp/personal-roboport-switch
I think both are useful.
Neither one of those fixes the problem, at least for ...
- Fri Jun 30, 2017 8:11 pm
- Forum: Wiki Talk
- Topic: Many broken icon links
- Replies: 4
- Views: 3709
Many broken icon links
There's a whole bunch of broken icon links with red Xs on the wiki right now. Science pack is a good example, but most of the English-language Pages with broken file links have the same issue. A few of them seem to be caused by spaces instead of dashes in the icon tag (e.g. "icon|Science pack 1 ...
- Mon Jun 19, 2017 4:54 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 56827
Re: [MOD 0.15] Vehicle Wagon 1.1.0
I've noticed that it sometimes goes to the first available hotbar slot, rather than the one I designated for it, after use. Haven't had it vanish, though.
I wonder if it would make sense to ditch the winch item entirely, and make it a button in the UI window for the vehicle wagon.
Oh, I have a ...
I wonder if it would make sense to ditch the winch item entirely, and make it a button in the UI window for the vehicle wagon.
Oh, I have a ...
- Thu May 25, 2017 12:04 am
- Forum: Modding help
- Topic: Are two-way, single-engine, automatic trains possible?
- Replies: 4
- Views: 2054
Re: Are two-way, single-engine, automatic trains possible?
I believe that the current game engine won't allow this.
You might be able to fake it by making a shorter locomotive and replacing placed shuttles with two of the shorter loco, facing opposite directions.
Dang, that's too bad. :( Thanks. Perhaps you could have a "main" engine with an invisible ...
You might be able to fake it by making a shorter locomotive and replacing placed shuttles with two of the shorter loco, facing opposite directions.
Dang, that's too bad. :( Thanks. Perhaps you could have a "main" engine with an invisible ...
- Wed May 24, 2017 8:31 pm
- Forum: Modding help
- Topic: Are two-way, single-engine, automatic trains possible?
- Replies: 4
- Views: 2054
Are two-way, single-engine, automatic trains possible?
I was thinking of making a mod based on Shuttle Train Lite that lets a single locomotive with no attached cars drive automatically in both directions, for use as a small, fast player transport. (Possibly using this engine sprite from Yuoki Industries Railroads, since it looks bidirectional.)
Is ...
Is ...
- Wed May 24, 2017 2:44 am
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 25233
Re: [Library MOD 0.15+] Color Picker 0.3.0 - Factorio 0.15
Aaah, there it is. I was looking for a toggle switch or something in the locomotive pop-up, and didn't see the little icon in the upper left.
Unless I missed it (which is possible), the mod description isn't terribly clear about that--maybe you could update it? In any case, though, thanks for the ...
Unless I missed it (which is possible), the mod description isn't terribly clear about that--maybe you could update it? In any case, though, thanks for the ...
- Mon May 22, 2017 9:22 pm
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 25233
Re: [Library MOD 0.15+] Color Picker 0.3.0 - Factorio 0.15
I think I'm doing something wrong. I've installed Color Picker and the locomotive/wagon/train stop/player mods, but I don't get the new color GUI anywhere. I'm on Factorio 0.15.12, Color Picker 0.3.0, and the lateest versions of the other mods. All of them are toggled on. Is there something else I ...
- Sat May 20, 2017 12:08 am
- Forum: Resolved Problems and Bugs
- Topic: Game wont open
- Replies: 6
- Views: 2514
Re: Game wont open
It looks like you upgraded to the 0.15 beta then downgraded to 0.14. Steam doesn't properly handle this and leaves behind files in the install directory from the 0.15 version.
If you delete C:/Program Files (x86)/Steam/steamapps/common/Factorio and verify the games files with steam it should ...
If you delete C:/Program Files (x86)/Steam/steamapps/common/Factorio and verify the games files with steam it should ...
- Fri May 19, 2017 11:11 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 56827
Re: [MOD 0.15] Vehicle Wagon 1.1.0
Thanks for the contributions guys, version 1.1.0 is now released. A new feature is blinking arrows that indicate which vehicle you have selected for winching -- try it out and see! :)
Awesome! I'll try it immediately.
Additional contributions from: Mooncat & The_Destroyer.
Hey! I helped too, a ...
Awesome! I'll try it immediately.
Additional contributions from: Mooncat & The_Destroyer.
Hey! I helped too, a ...
- Thu May 18, 2017 11:00 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 56827
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Here's the link, may or may not corrupt save files, blow up all your trains and crash factorio. Probably works.
This works great for me, thanks so much! All you missed was the thing about removing whitespace to fix the in-game text, so I've done that and attached the result.
High fives to ...
This works great for me, thanks so much! All you missed was the thing about removing whitespace to fix the in-game text, so I've done that and attached the result.
High fives to ...
- Tue May 16, 2017 3:00 am
- Forum: Mods
- Topic: [MOD 0.15+] Glowing Capsule
- Replies: 12
- Views: 6194
Re: [MOD 0.14] Glowing Capsule
At that point, it might make more sense to just make a mod to install lights in your armor.Nexela wrote:WTB Capsule bot that follows you around creating light! I wonder if this is possible
- Thu May 11, 2017 2:01 am
- Forum: Texture Packs
- Topic: {Request] Electric pole lights
- Replies: 0
- Views: 2242
{Request] Electric pole lights
I'm thinking of a mod to mount lamps on medium and large electric poles and substations. I'd like to have versions of those sprites with a light attached (all four sprites/orientations for each entity). An overlay for the light glow would be cool, but not vital if it looks good without it.
It ...
It ...
- Fri May 05, 2017 12:03 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 56827
Re: [MOD 0.14] Vehicle Wagon 1.0.6
(Reposted because I didn't realize it had to be researched the first time)
For what it's worth, changing the version to 0.15 in info.json throws an error related to the winch entity prototype: "Max health must be positive". If I open entities.lua and change the winch's max health from 0 to 1, it ...
For what it's worth, changing the version to 0.15 in info.json throws an error related to the winch entity prototype: "Max health must be positive". If I open entities.lua and change the winch's max health from 0 to 1, it ...
- Mon May 01, 2017 1:35 am
- Forum: Gameplay Help
- Topic: Sequential trains on one track?
- Replies: 3
- Views: 7861
Re: Sequential trains on one track?
Thanks, guys! I guess the signal system is more robust than I realized. I usually run large power poles with adjacent lights down the center of my rail lines, so I might just add a signal on either side at the same interval.