Search found 65 matches
- Wed Nov 29, 2023 12:01 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 100905
Re: Friday Facts #378 - Trains on another level
Will custom train graphics work with this mod if they don't have a new sprite-maps for the ramp angles? I figure you may use turning angle sprites on the slopes, but I realize that you might not want to because it might mess with the rendered perspective of shadows/highlights. Never mind the stretch...
- Fri Mar 04, 2022 1:43 pm
- Forum: Modding help
- Topic: How to offset sprite so that it looks good when entity rotates?
- Replies: 6
- Views: 2641
Re: How to offset sprite so that it looks good when entity rotates?
The point is that their trouble is solved by that blank space.darkfrei wrote: βFri Mar 04, 2022 1:04 pmThere is a script for that:
viewtopic.php?p=335708#p335708
- Tue Mar 01, 2022 1:37 pm
- Forum: Modding help
- Topic: How to offset sprite so that it looks good when entity rotates?
- Replies: 6
- Views: 2641
Re: How to offset sprite so that it looks good when entity rotates?
It doesn't have wheels at the front, right? You need to make sure you rotate around the center of rotation when on tracks rather than the center of the model. Your sprite sheet will be bigger with a lot of empty space, but I think you have to live with that.
- Tue Mar 01, 2022 11:53 am
- Forum: Modding help
- Topic: Question - Rotated Sprite image layers
- Replies: 1
- Views: 816
Question - Rotated Sprite image layers
Exactly what are the limitations of images layers on rotated sprite? I tried to edit this mod to actually have the bot graphics there but had issues with them showing up: https://mods.factorio.com/mod/Hover-Car 1: Do all sprite layer images need to have the same resolution? 2: Do all sprite images n...
- Sun Mar 07, 2021 8:49 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 54601
Re: Industrial Revolution 2 discussion
I am getting this error message. I am pretty sure I have no other mods that adds new power-pole entities.
Beautiful Bridge Railway is incompatible.
Beautiful Bridge Railway is incompatible.
- Sat Feb 13, 2021 1:08 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Multiplexer system for circuit network
- Replies: 1
- Views: 1326
Re: [Request] Multiplexer system for circuit network
I don't think I understand your request, because I think you can already do what you are asking in vanilla. Just assign a value to variable, and then send as many variables as there are icons to select through any one wire. There are mods that give you more variable options if that's what you need.
- Sat Feb 13, 2021 1:01 pm
- Forum: Ideas and Requests For Mods
- Topic: an in game toggle for the build icons on the map
- Replies: 2
- Views: 1333
Re: an in game toggle for the build icons on the map
I am referring to the blinking build icon that flashes over ghosts on the map. It isn't affected by the recipe icon toggle. And in all honesty, it should be its own button.
- Sun Feb 07, 2021 3:39 pm
- Forum: Ideas and Requests For Mods
- Topic: an in game toggle for the build icons on the map
- Replies: 2
- Views: 1333
an in game toggle for the build icons on the map
Is there a mod that adds an in game toggle for the build icons on the map somewhere?
I don't know what to search for at the mod portal. If there isn't, I would love if someone would make it.
I don't know what to search for at the mod portal. If there isn't, I would love if someone would make it.
- Sun Feb 07, 2021 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 24437
- Sun Feb 07, 2021 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 24437
Ability to disable blinking of Icons
TL;DR I want an option to disable the blinking of icons. What ? I want an option to disable the blinking of icons, most notably the Power warning icons. Why ? The blinking icon messes with my ability to focus. I have ADD and autism, and sorting impressions that doesn't need to be there is just need...
- Wed Jan 27, 2021 3:06 pm
- Forum: Technical Help
- Topic: I can build non ghosts from the map and have no such mod
- Replies: 4
- Views: 1330
Re: I can build non ghosts from the map and have no such mod
I can build anywhere I want except in fog of war as long as I have what I am placing. It takes it out of the inventory. No bots doing the delivering.
- Wed Jan 27, 2021 2:56 pm
- Forum: Technical Help
- Topic: I can build non ghosts from the map and have no such mod
- Replies: 4
- Views: 1330
I can build non ghosts from the map and have no such mod
I can build non ghosts from the map and have no such mod that I know of.
I checked the descriptons of the mods I have active, but if one of them adds this cheat I failed to find any description of it.
Screenshot of the active mods:
I checked the descriptons of the mods I have active, but if one of them adds this cheat I failed to find any description of it.
Screenshot of the active mods:
- Sat Jan 16, 2021 12:42 pm
- Forum: Duplicates
- Topic: [1.1.11] Crashlog (Character::canReachEntity)
- Replies: 1
- Views: 998
[1.1.11] Crashlog (Character::canReachEntity)
I was constructing belts from map view with some far reach mod.
Might be related to the game updating in the background.
Might be related to the game updating in the background.
- Fri Jan 15, 2021 12:43 pm
- Forum: Duplicates
- Topic: [1.1.11] Can't build ghosts out of range anymore
- Replies: 1
- Views: 866
Re: [1.1.11] Can't build ghosts out of range anymore
The duplicates forum was the only bug reports forum I didn't check before posting. I guess I must have missed it.
- Fri Jan 15, 2021 12:40 pm
- Forum: Duplicates
- Topic: [1.1.11] Can't build ghosts out of range anymore
- Replies: 1
- Views: 866
[1.1.11] Can't build ghosts out of range anymore
Since the updates I can't seem to build ghosts out of range of the Spidertron any more.
- Wed Dec 16, 2020 10:24 am
- Forum: Show your Creations
- Topic: Glowing heart
- Replies: 0
- Views: 1517
Glowing heart
Because, you know, stuff? 0eNqVnN1OHEcQRt9lrjfW9P/MvoDzDpEVLckoWQkWBOskCO27ZzGKQYqPus8lizl81e7u+qiqmZfp5vbr9vB4PJ2n/ct0/O3+9DTtf3mZno5/nA63r5+dnx+2aT8dz9vdtJtOh7vXr/7cDuefHo7X71x20/H0+/bPtA+XL7tpO52P5+P2Bvn2xfOvp693N9vj9R/84Md308P90/Un7k+vv+uVUvKnspuep32a10/lctn9jxPHOKXHSWOc+p2z/JiTxzitxylWD8RVrR7gt...
- Wed Dec 16, 2020 10:12 am
- Forum: 1 / 0 magic
- Topic: [1.1.6] Crash while tabbed out of game, boring log
- Replies: 1
- Views: 1209
[1.1.6] Crash while tabbed out of game, boring log
I don't know what happened because I was tabbed out of the game when I realised it wasn't running any more. Looking at Discord I think. Discord crashes a lot when I talk on voice and is in game, come to think about it. Factorio 1.1.6 Linux Mint 19.3 Tricia 64-bit Kernel Linux 4.15.0-128-generic x86_...
- Tue Dec 15, 2020 11:02 am
- Forum: Modding interface requests
- Topic: Add "copy to clipboard" to mod error dialogue.
- Replies: 8
- Views: 2789
Re: Add "copy to clipboard" to mod error dialogue.
I had no idea until you told me, either...eradicator wrote: βSat Sep 07, 2019 11:30 pmI've been into factorio modding for years, and only today someone told me that it's actually possible to *select* the text in a notice box.
I fully support this suggestion.
- Mon Dec 14, 2020 4:33 pm
- Forum: Modding help
- Topic: Image for incompatibility report to a mod [Fixed]
- Replies: 4
- Views: 1637
- Mon Dec 14, 2020 2:26 pm
- Forum: Modding help
- Topic: Image for incompatibility report to a mod [Fixed]
- Replies: 4
- Views: 1637
Image for incompatibility report to a mod [Fixed]
Image for incompatibility report to a mod