Search found 1521 matches
- 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.
- 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?
- 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 ...
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 ...
- 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.
- 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.
- 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]
pickup/insert angle
pickup distance
insert distance
[smart or not]
- 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.
- 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.
this mod lets you capture pollution and turn it into toxic waste, which is then used for making poison mines.
- 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?
how do you propose handling two zips with the same folder inside them?
- 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.
- 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.
- 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).
- 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 ...
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 ...
- 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.
Great! Is there a reference for what order the layers stack in, for rendering?kovarex wrote:Render layer and collision mask are independent.
- 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
- 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 ...
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 ...
- 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
B) Try my mod: https://forums.factorio.com/forum/vie ... =14&t=2716
- 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.
- 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.
- 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 ...
{
type = "car",
name = "raft",
icon = "__im-on-a-boat ...