Search found 1521 matches

by sparr
Fri Apr 29, 2016 5:25 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 100
Views: 90407

Re: [MOD 0.12.X] Time Tools 1.0.5 (& Clock Combinator)

feature request: instead of clicking the time multiplier switching to 1x then to 64x, make it remember what speed I was using and switch between that and 1x.
by sparr
Sat Nov 21, 2015 1:04 am
Forum: Ideas and Requests For Mods
Topic: ANY type of time/tick-rate changer
Replies: 4
Views: 11663

Re: ANY type of time/tick-rate changer

SpeedButtons?
by sparr
Thu Apr 03, 2014 12:57 pm
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 30609

Re: Flask production Tier 1 and Tier 2

I think you have an issue with the pack 3 plants in the bottom right. I think you did not connect the under belt to transport the circuits and batteries.
Oh, hmm. It was definitely connected shortly before taking the screenshot. Sorry about that. Looks like there's more than enough space to fix it ...
by sparr
Mon Mar 31, 2014 10:25 pm
Forum: Mods
Topic: [MOD 0.9.2] Insert This
Replies: 15
Views: 17338

Re: [MOD 0.9.2] Insert This

alt / additional info mode could show details of a configured inserter. it already has arrows, you'd just need to move the arrows to the appropriate spot to illustrate angle and distance.
by sparr
Sun Mar 30, 2014 3:40 pm
Forum: Resolved Problems and Bugs
Topic: game.speed is inconsistant
Replies: 7
Views: 2641

Re: game.speed is inconsistant

The behavior at game.speed=0 is annoying. The UI actually slows down at lower game speeds (try using the menus at game.speed=0.1), which is equally annoying.
by sparr
Wed Mar 26, 2014 1:50 pm
Forum: Mods
Topic: [MOD 0.9.2] Insert This
Replies: 15
Views: 17338

Re: [MOD 0.9.2] Insert This

I would like to convince the devs in some future release to make inserters customizable in-game. It is silly for us to make 100 different kinds of inserters when there are really only a few variables that we want to change:

pickup/insert angle
pickup distance
insert distance
[smart or not]
by sparr
Mon Mar 24, 2014 3:18 am
Forum: Mods
Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
Replies: 33
Views: 33513

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0

You aren't just paying energy to make toxic waste. Most of the energy is being spent on reducing pollution. Many people would be happy to pay this much energy JUST to reduce pollution, so the toxic waste is free for them.
by sparr
Sat Mar 22, 2014 3:39 am
Forum: Ideas and Suggestions
Topic: Transport pollution via pipe and barrels
Replies: 6
Views: 4118

Re: Transport pollution via pipe and barrels

https://forums.factorio.com/forum/vie ... =14&t=2578

this mod lets you capture pollution and turn it into toxic waste, which is then used for making poison mines.
by sparr
Tue Mar 18, 2014 7:25 pm
Forum: Implemented mod requests
Topic: Allow mod zip files to have version numbers
Replies: 13
Views: 11837

Re: Allow mod zip files to have version numbers

good idea, ficolas.

how do you propose handling two zips with the same folder inside them?
by sparr
Sat Mar 15, 2014 9:07 am
Forum: Wiki Talk
Topic: Wiki: Current and future
Replies: 27
Views: 37501

Re: Wiki: Current and future

You should do "lua recipe-graph.lua" from the command line. Or mark it executable then just "./recipe-graph.lua". It will give you some usage help.
by sparr
Thu Mar 13, 2014 10:18 pm
Forum: Resolved Problems and Bugs
Topic: car sprite directions are not evenly spaced/mapped
Replies: 4
Views: 1559

Re: car sprite directions are not evenly spaced/mapped

A flag to disable it might be ideal.
by sparr
Thu Mar 13, 2014 4:44 pm
Forum: Resolved Problems and Bugs
Topic: car sprite directions are not evenly spaced/mapped
Replies: 4
Views: 1559

Re: car sprite directions are not evenly spaced/mapped

It occurs to me that the problem might be some perspective correction in the game. I suspect that these sprites would line up with their direction of travel if I compressed them all by some amount in the vertical direction (a poor man's perspective transform).
by sparr
Thu Mar 13, 2014 4:37 pm
Forum: Resolved Problems and Bugs
Topic: car sprite directions are not evenly spaced/mapped
Replies: 4
Views: 1559

car sprite directions are not evenly spaced/mapped

https://forums.factorio.com/forum/download/file.php?id=773

This is the sprite sheet I am using. The sprites are consistently rotated 5.625 degrees each. Traveling N/S/E/W looks fine. However, when the sprite is pointing NW/SW/SE/NE it actually travels in a direction that is a bit more horizontal ...
by sparr
Thu Mar 13, 2014 3:22 pm
Forum: Mods
Topic: [MOD 0.9.x] Pipe Dream
Replies: 13
Views: 19007

Re: [MOD 0.9.x] Pipe Dream

ficolas wrote:You should change the render layer of the buried pipe to a different one, so it isnt on top of doodads and stuff.
kovarex wrote:Render layer and collision mask are independent.
Great! Is there a reference for what order the layers stack in, for rendering?
by sparr
Thu Mar 13, 2014 3:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] car-type sprite sheet renders fully transparent
Replies: 7
Views: 5089

Re: [0.9.2] car-type sprite sheet renders fully transparent

deleting crop-cache.dat resolved the problem
by sparr
Thu Mar 13, 2014 12:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] car-type sprite sheet renders fully transparent
Replies: 7
Views: 5089

Re: [0.9.2] car-type sprite sheet renders fully transparent

I tried it with your spritesheet and the code for the entity you supplied and it all works fine. I have the raft in the game with the provisional sprites.

I didn't really change anything, just added an item for the raft so I can place it easily. Could you try to delete your crop cache file (crop ...
by sparr
Thu Mar 13, 2014 1:29 am
Forum: Ideas and Suggestions
Topic: Overhead pipes
Replies: 7
Views: 4007

Re: Overhead pipes

A) You're the 57th person to start a new thread about this.

B) Try my mod: https://forums.factorio.com/forum/vie ... =14&t=2716
by sparr
Wed Mar 12, 2014 6:50 pm
Forum: Mods
Topic: [Concept 0.9.2] Boat Mod!
Replies: 6
Views: 14098

Re: [Concept 0.9.2] Boat Mod!

I am also working on a mod for this, but my replacement sprites don't work at all :( I've put in a bug report for it.
by sparr
Tue Mar 11, 2014 12:25 am
Forum: Not a bug
Topic: [0.9.2] inserters prefer pickups close to their center
Replies: 4
Views: 4383

Re: [0.9.2] inserters prefer pickups close to their center

OK. I'll just hope for more advanced pickup location options in the future.
by sparr
Mon Mar 10, 2014 3:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] car-type sprite sheet renders fully transparent
Replies: 7
Views: 5089

Re: [0.9.2] car-type sprite sheet renders fully transparent

Here is the whole entity. It is literally a copy of the car entity with the name/images changed. If I use the car's pictures then it works fine. If I use my own pictures section then everything works except the sprites are invisible.

{
type = "car",
name = "raft",
icon = "__im-on-a-boat ...

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