Search found 13 matches
- Mon Aug 23, 2021 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.38] Blueprint snapping rectangle flag renders behind part of roboport graphic.
- Replies: 1
- Views: 3209
[Genhis] [1.1.38] Blueprint snapping rectangle flag renders behind part of roboport graphic.
Problem description: The little flag showing the center of the blueprint snapping rectangle doesn't render if there's a roboport in the way. It would seem the flag renders under a layer of the roboport graphic. Steps to reproduce: Create a blueprint of consisting only of a roboport. Enable snap to ...
- Thu Jul 29, 2021 2:13 pm
- Forum: Implemented mod requests
- Topic: Linked chest wire interface
- Replies: 11
- Views: 5177
- Wed Jul 28, 2021 4:14 pm
- Forum: Implemented mod requests
- Topic: Linked chest wire interface
- Replies: 11
- Views: 5177
Linked chest wire interface
TL;DR The linked chest cheat item does not support wire connections β it should work the same as other chests. What ? Linked chests are a cheat item that allows separate chests to have the same inventory, using a 32 bit ID. It can be created in Editor mode. Currently, wires cannot connect to linked...
- Mon Jun 07, 2021 9:46 am
- Forum: Not a bug
- Topic: [1.1.34] Modding: graphics errors with layered recipe icons.
- Replies: 3
- Views: 2163
Re: [1.1.34] Modding: graphics errors with layered recipe icons.
Thanks for the report. None of this is a bug. Icon layers are borderline unusable except for the case in vanilla for which they were added (barrel recipes) but that's not a bug. https://forums.factorio.com/viewtopic.php?p=434010#p434010 I am considering redesigning icon layer definitions for the ex...
- Sun Jun 06, 2021 11:43 am
- Forum: Not a bug
- Topic: [1.1.34] Modding: graphics errors with layered recipe icons.
- Replies: 3
- Views: 2163
[1.1.34] Modding: graphics errors with layered recipe icons.
Description The bug manifests as a strange rendering of recipe icon generated using the icons property for layered icons. First, when rendering on an assembler in alt-mode, the top layer isn't properly shadowed: crush-brick-icon-error.png Second, when rendering in the crafting menu, the icon spills...
- Wed Dec 02, 2020 1:22 pm
- Forum: Modding help
- Topic: I need to specify many changes in partial-conversion mod.
- Replies: 1
- Views: 779
I need to specify many changes in partial-conversion mod.
I'm working on a partial conversion mod, and I need to specify changes to hundreds of recipes. Rather than working directly with the data in a tedious and error-prone fashion, it would be nice to use some tools. Are there any modding libraries out there which would aid in that, or do I have to roll ...
- Fri Jul 31, 2020 9:57 am
- Forum: Modding help
- Topic: Cliff generation on water?
- Replies: 3
- Views: 1351
Re: Cliff generation on water?
Is it possible to make cliffs generate on water? I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge. I'm fairly new to modding, having done recipe and entit...
- Thu Jul 30, 2020 9:55 am
- Forum: Modding help
- Topic: Cliff generation on water?
- Replies: 3
- Views: 1351
Cliff generation on water?
Is it possible to make cliffs generate on water? I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge. I'm fairly new to modding, having done recipe and entity...
- Wed Mar 18, 2020 6:02 pm
- Forum: Implemented Suggestions
- Topic: Blueprint "Save Copy" Button
- Replies: 0
- Views: 676
Blueprint "Save Copy" Button
TL;DR Add a button in the blueprint GUI that saves a copy to character inventory. What? See above. Simply, the game lacks an easy way to create a duplicate blueprint. It is possible to add blueprints to the library and then get copies that way; this feature would be a QOL improvement when designing...
- Thu Feb 06, 2020 3:49 pm
- Forum: Technical Help
- Topic: [RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)
- Replies: 3
- Views: 2345
- Thu Feb 06, 2020 9:18 am
- Forum: Technical Help
- Topic: [RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)
- Replies: 3
- Views: 2345
[RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)
Problem resolved!!! Seems like it was a bug introduced upstream. Another software update resolved the issue... *shrug* After running a full apt-get upgrade I can no longer run Factorio. The error is a popup that says Failed to create OpenGL context: Could not create GL context: BadValue (integer pa...
- Wed Jan 22, 2020 1:51 pm
- Forum: Modding interface requests
- Topic: [MOD API] Expand the EnergySource with a 'solar' type
- Replies: 2
- Views: 1614
[MOD API] Expand the EnergySource with a 'solar' type
TL;DR Add a 'solar' type to the EnergySource prototype, allowing for entitties that generate free power with the same intensity curve/duty cycle pattern as vanilla solar panels. What ? Currently there is no way to define custom solar-powered entities without resorting to silly Lua-based workarounds...
- Fri Aug 16, 2019 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Making Solar More Viable with Modules & Efficiency Research
- Replies: 4
- Views: 1816
Making Solar More Viable with Modules & Efficiency Research
TL;DR Solar isn't the best option for energy generation, especially late-game, and extant mods add new tech trees, instead of mirroring base Factorio content: efficiency research and modules. What ? Proposal 1: Allow solar panels and accumulators to take modules and be affected by beacons. [*] Sola...