Search found 583 matches
- Sat Jul 13, 2024 1:35 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 117
- Views: 18589
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
I like the idea of the display panel of the great deal, but really dislike this particular design: aside from raw visual appeal - or lack thereof - there is the worse issue that it is quite discomforting, as it evokes a cyclopean alien staring at you.
- Sat Aug 07, 2021 3:47 am
- Forum: Ideas and Requests For Mods
- Topic: Humidty Extractor
- Replies: 2
- Views: 1577
Re: Humidty Extractor
My DewPointAggregator is exactly this mod idea, down to the "extract from ambient humidity" concept.
https://mods.factorio.com/mod/DewPointAggregator
https://mods.factorio.com/mod/DewPointAggregator
- 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: 27556
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...
- Sat Jun 19, 2021 5:47 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 30209
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, ...
- 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: 4653
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...
- 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: 4653
[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...
- Wed Apr 07, 2021 7:57 am
- Forum: Reika's Mods
- Topic: Oreverhaul - Much more control over oregen and related progression
- Replies: 6
- Views: 5187
- Thu Mar 25, 2021 7:09 pm
- Forum: Reika's Mods
- Topic: Dirty Mining - Dirty ores, with a twist or two
- Replies: 14
- Views: 8994
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...
- Thu Dec 03, 2020 9:12 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 35384
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...
- Sat Nov 21, 2020 4:00 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 35384
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...
- Sat Nov 14, 2020 6:57 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 35384
Re: EndgameCombat - Defend your base against lategame enemies with ease
I have already fixed this for the next release.Catwlak_Tech wrote: βTue Nov 10, 2020 12:59 pmHey 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
- Sun Nov 08, 2020 7:35 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 30209
Re: Geothermal - A clean, but powerful power source all day long
Because AlienBiomes is what adds the colored volcanic biomes for which the colored geothermal patches were designed.DarkShadow44 wrote: βThu Nov 05, 2020 8:44 pmIt's one of the options of Geothermal, AFAIK only usable with alien biomes.
- 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: 7524
Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
True, that is now a thing with the void power source.
- 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: 7524
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...
- 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: 7524
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...
- 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: 7524
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...
- Fri Oct 09, 2020 5:18 pm
- Forum: Implemented mod requests
- Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
- Replies: 18
- Views: 5310
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 ...
- Fri Oct 09, 2020 5:17 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 30209
- 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: 2065
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...
- 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: 2065
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...