Search found 582 matches

by Reika
Sat Aug 07, 2021 3:47 am
Forum: Ideas and Requests For Mods
Topic: Humidty Extractor
Replies: 2
Views: 389

Re: Humidty Extractor

My DewPointAggregator is exactly this mod idea, down to the "extract from ambient humidity" concept.

https://mods.factorio.com/mod/DewPointAggregator
by Reika
Thu Jul 22, 2021 3:02 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 11390

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

Love this mod, but is there a way to revert pollution values back to vanilla settings? Not while keeping the mod installed, as it will just set them back (nor would 90% of the mod make sense with those values reverted). If you mean after uninstalling, yes, you can set them with the console, but I d...
by Reika
Sat Jun 19, 2021 5:47 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 54
Views: 12879

Re: Geothermal - A clean, but powerful power source all day long

i am having an issue with this mod when Industrial Revolution 2 is loaded. the technology remains locked even when the required technologies have been researched. This sounds like the issue reported on the github a while ago, where the other mod was hiding technologies, making them unresearchable, ...
by Reika
Wed May 05, 2021 4:22 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
Replies: 3
Views: 2134

Re: [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly

Blend modes are essentially respected only for basic sprite drawing. Anything that uses some kind of effect (like trees), or has it's own special drawing pipeline (lights, tiles, ...), has specific blend mode Additive blending mode gets turned into default blending mode (premultiplied alpha blendin...
by Reika
Sat Apr 24, 2021 7:55 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
Replies: 3
Views: 2134

[posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly

The title is somewhat vague because I am not sure exactly where the error is, in rendering, in prototype parsing, or elsewhere. Basically, I have trees which are intended to be surrounded by a glowing halo, and I am trying to use the new glow drawing system to enable that. Part of this requires laye...
by Reika
Wed Apr 07, 2021 7:57 am
Forum: Reika's Mods
Topic: Oreverhaul - Much more control over oregen and related progression
Replies: 6
Views: 2346

Re: Oreverhaul - Much more control over oregen and related progression

demongo wrote: ↑
Mon Apr 05, 2021 3:49 pm
that would be amazing, i loved using this mod...
This mod is updated.
by Reika
Thu Mar 25, 2021 7:09 pm
Forum: Reika's Mods
Topic: Dirty Mining - Dirty ores, with a twist or two
Replies: 14
Views: 4321

Re: Dirty Mining - Dirty ores, with a twist or two

I'd very much like to install this mod in 1.1, but it has become out of date. Are there any code conflicts, or is it just the json file that needs the number changed? I doubt DirtyMining itself has many, but DragonIndustries - which it depends on - probably has quite a number, though it is entirely...
by Reika
Thu Dec 03, 2020 9:12 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 64
Views: 13760

Re: EndgameCombat - Defend your base against lategame enemies with ease

Updated to 1.8 and my logistics turret crates still persist even after I've picked them up. In some cases, once a turret is destroyed the logistics crates are stuck around. I read in an earlier post that this was supposed to be fixed. Is there a destruction method I can use like console commands? Y...
by Reika
Sat Nov 21, 2020 4:00 am
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 64
Views: 13760

Re: EndgameCombat - Defend your base against lategame enemies with ease

Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png I have already fixed this for the next release. Thank You!, will it remove the left over on...
by Reika
Sat Nov 14, 2020 6:57 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 64
Views: 13760

Re: EndgameCombat - Defend your base against lategame enemies with ease

Catwlak_Tech wrote: ↑
Tue Nov 10, 2020 12:59 pm
Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png
I have already fixed this for the next release.
by Reika
Sun Nov 08, 2020 7:35 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 54
Views: 12879

Re: Geothermal - A clean, but powerful power source all day long

DarkShadow44 wrote: ↑
Thu Nov 05, 2020 8:44 pm
It's one of the options of Geothermal, AFAIK only usable with alien biomes.
Because AlienBiomes is what adds the colored volcanic biomes for which the colored geothermal patches were designed.
by Reika
Sun Nov 01, 2020 5:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 2439

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

Rseding91 wrote: ↑
Thu Oct 29, 2020 9:37 pm
Reika wrote: ↑
Thu Oct 29, 2020 7:23 pm
... is there another entity-based way you would recommend? LuaRendering is not an option because of how it chokes on large quantities of lights.
You can configure lamps to require no power and always be on.
True, that is now a thing with the void power source.
by Reika
Thu Oct 29, 2020 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 2439

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

This does mean using one of those "unnamed" collision layers, though, and forcibly making every rail signal use that layer, while having your own technical signal only be that layer. Yes, rail signals now have one extra layer added taken from those unnamed. I forsee exhausting those layer...
by Reika
Tue Oct 27, 2020 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 2439

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

Can they still be made to not collide with anything else? If not, this will break all these "technical lights". Only restrictions are with rail signals themselves. They are still allowed to be made to not collide with other entities. I am reusing the same logic that is applied between rai...
by Reika
Mon Oct 26, 2020 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 2439

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

Ok its "fixed" for 1.1.0. Rails logic is not happy when there are multiple rail signals binding to the same rail end on the same side. I am just adding the check to prevent multiple rail signals from being defined that do not collide with each other. 10.333 Error ModManager.cpp:1510: enti...
by Reika
Fri Oct 09, 2020 5:18 pm
Forum: Modding interface requests
Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
Replies: 15
Views: 1539

Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal

... After some testing, I was able to confirm it to be the lights from my Bioluminescence mod , ... i can confirm that, i now identified (thanks for this thread)that this mods cause fps/ups drops (~25fps/40ups) after removeing this mod i can do 120fps/120ups without problem (with game speed 2) The ...
by Reika
Fri Oct 09, 2020 5:17 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 54
Views: 12879

Re: Geothermal - A clean, but powerful power source all day long

hoidnyc wrote: ↑
Fri Oct 09, 2020 1:50 pm
What is the geothermal water filter for? I get a "no recipe" message if I click on it.
For removing the chemical impurities.
by Reika
Sun Sep 13, 2020 4:09 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 552

Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)

Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites. I kn...
by Reika
Sat Sep 12, 2020 9:20 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 552

Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)

Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites. I kn...
by Reika
Thu Sep 10, 2020 4:35 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 552

[Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)

Notice how the selected rail chain signal looks darkened by the shadow falling across it, despite it ostensibly being a lighted object.
Image

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