Search found 99 matches
- Wed Aug 05, 2026 10:12 am
- Forum: Modding interface requests
- Topic: Support quality parameter in rendering.draw_text and higher draw_sprite render layer
- Replies: 0
- Views: 138
Support quality parameter in rendering.draw_text and higher draw_sprite render layer
Using the quality parameter in an item tag, like [item=iron-plate,quality=rare] doesn't work with rendering.draw_text . It does work in chat though. It would be great rendering did support the quality param, as I'm rendering auxilary machine information when alt-mode is on and some items have higher ...
- Wed Aug 05, 2026 9:01 am
- Forum: Implemented mod requests
- Topic: Support rich text in rendering.draw_text
- Replies: 7
- Views: 4939
Re: Support rich text in rendering.draw_text
Also worth noting I can't use rendering.draw_sprite to draw the quality icon on top in my situation, as I'm rendering a rectangle as a background element, there's no render layer that will let me draw the sprite above the rectangle.
- Wed Aug 05, 2026 8:48 am
- Forum: Implemented mod requests
- Topic: Support rich text in rendering.draw_text
- Replies: 7
- Views: 4939
Re: Support rich text in rendering.draw_text
Using the quality parameter in an item tag, like [item=iron-plate,quality=rare] doesn't work with rendering.draw_text . It does work in chat though. It would be great rendering did support the quality param, as I'm rendering auxilary machine information when alt-mode is on and some items have higher ...
- Fri Jan 12, 2018 12:26 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 701157
Re: Friday Facts #224 - Bots versus belts
I think this mod has an interesting idea for logistic bots: https://mods.factorio.com/mods/Earendel/robot_attrition
If bots had a lifetime, expanding your bot-based factory would get exponentially more expensive.
In the mod, items are not lost when a bot crashes, but If they were I think that would ...
If bots had a lifetime, expanding your bot-based factory would get exponentially more expensive.
In the mod, items are not lost when a bot crashes, but If they were I think that would ...
- Sat Jul 09, 2016 9:11 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Thats just reverting to 1.3.1. I forgot to also comment it out from the tech tree. I'll upload 1.3.3 shortly.
- Sat Jul 02, 2016 2:27 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Will this Mod be setup for 0.13 version, it's really Awesome! Thanks!
Homeworld is now available from the in-game mod downloader (https://mods.factorio.com/mods/ljdp/homeworld).
You start off a game with a pda in your inventory now, which you can hold to view the homeworld GUI.
I've changed how ...
Homeworld is now available from the in-game mod downloader (https://mods.factorio.com/mods/ljdp/homeworld).
You start off a game with a pda in your inventory now, which you can hold to view the homeworld GUI.
I've changed how ...
- Sun May 29, 2016 5:00 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Just re-uploaded the zip that fixes this.szametu wrote:latest version form gifthub + latest factorio ver.
Any ideas mate ?
- Tue May 24, 2016 7:40 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Been reading all your comments, thanks! You've given me a lot of good feedback. I'll try and get the current bugs fixed this week, but I'm hesitant to make any changes yet seeing as 0.13 is just round the corner.
- Sun May 15, 2016 2:51 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
- Sat May 14, 2016 3:43 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
That's just the story of all software development.Tanzom wrote:Yea i got the same error - Error while running the event handler: __homeworld__/actors/belt_actor.lua:13: LuaEntity API call when LuaEntity was invalid. - upon loading the save game. Its like, every time you fix one problem, another 2 come out
- Sun May 08, 2016 11:30 am
- Forum: Implemented mod requests
- Topic: entity.id, a unique, persistent ID
- Replies: 20
- Views: 23172
Re: entity.id, a unique, persistent ID
Alternatively there could be some hashing method that generates a hash depending on all it's unique properties (i.e position, name, etc).
- Sun May 08, 2016 11:07 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Wanted to share my solution to Luxury Meals and see what you guys think. Almost 1.4k tuna casserole per minute. The bakeries don't really need all that speed but (as with everything) we didn't tune those but just made too many to be sure :lol:
Requires 6 arms at the portal so that part is fun too ...
Requires 6 arms at the portal so that part is fun too ...
- Sun May 01, 2016 11:07 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
I get the error: "Error while running the event handler: __homeworld__/homeworld_logic.lua:315: attempt to index field 'using_pda' (a nil value)" whenever I try to start a new random game (default settings) with the new version of this mod. Please help!
Sorry, that's fixed now, re-download from ...
Sorry, that's fixed now, re-download from ...
- Sun May 01, 2016 8:56 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Version 1.2 is out, see all the release notes here: https://github.com/perky/factorio-homew ... tag/v1.2.1

- Sun May 01, 2016 6:54 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
I'll have a look into this and see if I can get this fixed.Stray_Pyramid wrote:@Bushdoctor Putting a stack of 2+ treemodules into the left slot should not crash the game.
- Mon Apr 25, 2016 10:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 75854
Re: [MOD 0.12.x] Finite Water
This mod has been on the back-burner for a while and probably will be for a lot longer. This problem is really best solved at the C/C++ level rather then lua. There are a few misconceptions going around though. Yes a factorio dev stated that the mod API has not been tested with co-routines and so ...
- Mon Apr 25, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Stray_Pyramid has done a bunch of fixes that I merged into the mod today. I haven't had a chance to test and package it, but it is up on GitHub if you want to package it yourself.
Seeder
- No longer crashes game when resource slot is empty and at the
beginning of planting cycle
- Makes trees when ...
Seeder
- No longer crashes game when resource slot is empty and at the
beginning of planting cycle
- Makes trees when ...
- Tue Apr 19, 2016 9:41 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
Have fun! It would be great if you could occasionally post screenshots, I have no idea how other people play with Homeworld. :D
Sorry had to remove the mod, after getting some fishes and and placing them in the teleport, all is good. Then I build a tree farm machine, and when I tried to insert a ...
- Tue Apr 19, 2016 9:29 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 134157
Re: [MOD 0.12.20+] Homeworld
I get an error message when i start the game with the Mod in the Mods Folder
path ../homeworld_1.1.0/ outside of package
v 0.12.30
Really wanted to play this mod because i just need a real mission to have fun. Not just like build a rocket and start it.
Oops. I've repackaged the mod, just ...
path ../homeworld_1.1.0/ outside of package
v 0.12.30
Really wanted to play this mod because i just need a real mission to have fun. Not just like build a rocket and start it.
Oops. I've repackaged the mod, just ...
- Tue Apr 19, 2016 9:21 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Farmtorio 0.1.0
- Replies: 18
- Views: 28015
Re: [MOD 0.12.29+] Farmtorio 0.1.0
Yep, I made them myself.donfussl wrote:i assume you are the creator of homeworld? did you make the graphics by yourself, or did you use free ones?