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by Deadlock989
Thu Jun 16, 2022 9:41 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 108
Views: 24260

Re: Industrial Revolution 2 discussion

Hey, Deadlock, I want to say Great Big Thank You for your mod. I love it. Some things I wanted to say. 1) In your Industrial Revolution "1" you had 3x3 storage chests, made of bronze, iron and steel, they helped a lot with the game. When you made "IR-2", you removed them. Any pl...
by Deadlock989
Mon May 16, 2022 3:59 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 9755

Re: [MOD 1.0+] Larger Lamps

husky777 wrote:
Sat May 14, 2022 12:01 pm
Have you thought about adding integration in the form of a recipe change for glass?
I prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps).
by Deadlock989
Mon May 16, 2022 3:50 pm
Forum: News
Topic: We support Ukraine
Replies: 2983
Views: 130548

Re: We support Ukraine

This thread is cancer.
by Deadlock989
Mon May 16, 2022 3:49 pm
Forum: Modding discussion
Topic: How can I copy construction robots' animation onto logistic robots?
Replies: 1
Views: 168

Re: How can I copy construction robots' animation onto logistic robots?

Logistics bots don't have the "working" state. Those flying bot states are hardcoded and can't be added or altered by Lua mods.
by Deadlock989
Mon May 16, 2022 3:42 pm
Forum: Modding discussion
Topic: How do I animate a texture?
Replies: 35
Views: 1111

Re: How do I animate a texture?

rainawareness wrote:
Sat May 14, 2022 5:10 pm
What I want to do is give logistic bots an idle animation, as in no matter where they are facing.
Unfortunately this is not possible. "Working" animations on flying bots can be animated, but idle and in_motion cannot. See viewtopic.php?f=58&t=71940
by Deadlock989
Mon Jan 03, 2022 4:12 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 108
Views: 24260

Re: Industrial Revolution 2 discussion

In vanilla Factorio there are only four furnace recipes and it makes sense for those particular recipes to have productivity enabled. A modded scenario can have many, many more furnace recipes (as well as other new machines and processes which have to use the furnace prototype) and it may not make s...
by Deadlock989
Fri Dec 24, 2021 6:57 pm
Forum: Modding discussion
Topic: Questions about mipmapped icons (@posila)
Replies: 6
Views: 1165

Re: Questions about mipmapped icons (@posila)

I can't answer with posila's authority but these are observations / educated guesses. Sorry to dig an old thread, I have a additional questions. Is there a performance or loading time hit from defining or not making mipmaps? If there is it must be pretty minimal. Either the mipmaps are loaded from d...
by Deadlock989
Thu Nov 18, 2021 9:00 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 108
Views: 24260

Re: Industrial Revolution 2 discussion

I am wondering what the role of the one-way flow valves for steam/water and the small steam collector tank is. The valves say they prevent backflow, but I don't know how/when that occurs. Does anyone know? Are they relevant when you want to pipe steam over a long stretch, or when having multiple bo...
by Deadlock989
Fri Oct 15, 2021 6:38 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 108
Views: 24260

Re: Industrial Revolution 2 discussion

Hello Deadlock! I'm busy putting together an Alt-F4 article about interesting modding hacks by various mod authors, and I remembered reading this interesting sentence some time ago on 92112 . Would you like to expand on it - like saying where it's used - so that I can add it to the article? The inv...
by Deadlock989
Sun Sep 12, 2021 11:00 am
Forum: Won't fix.
Topic: [1.1.39] on_cutscene_waypoint_reached index starts at 0
Replies: 3
Views: 780

Re: [1.1.39] on_cutscene_waypoint_reached index starts at 0

My preference would be to change the documentation rather than break all the mods which currently compensate for this, probably some artifact of passing stuff between Lua and C++.
by Deadlock989
Wed Sep 01, 2021 6:36 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 9608

Re: New API Docs website

This feels like a large step backwards. Bringing the bloated, laggy style of the mod portal to the API docs wasn't anywhere on my radar.

Please let us keep the option to keep using a completely minimal style when we're searching for documentation.
by Deadlock989
Fri Aug 13, 2021 6:41 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 108
Views: 24260

Re: Industrial Revolution 2 discussion

I have been playing the game a lot recently, but there is one thing that really bugs me out: When I process ores with ore washers, I have circuit systems to manage ratios and stuff. When I process for example Iron ore I will get both pure iron and pure chromium. But sometimes the chromium is backin...
by Deadlock989
Tue Aug 10, 2021 12:25 pm
Forum: Modding interface requests
Topic: Fade/scale over duration parameters for rendering.draw_sprite / draw_animation
Replies: 1
Views: 471

Fade/scale over duration parameters for rendering.draw_sprite / draw_animation

Explosions have these parameters: fade_in_duration :: uint8 (optional) fade_out_duration :: uint8 (optional) scale_end :: float (optional) scale_initial :: float (optional) But explosions can't be scaled independently in the x and y axes or rotated to arbitrary RealOrientations by script. Rendered ...
by Deadlock989
Tue Aug 10, 2021 10:35 am
Forum: Modding interface requests
Topic: Allow setting render layer or secondary draw order for transport belt endings
Replies: 0
Views: 338

Allow setting render layer or secondary draw order for transport belt endings

Currently transport belts are hardcoded to use render layer "transport-belt-endings" for just the end segments of belts, while start and middle segments all use "transport-belt" which is lower in the render order. I am guessing this is so that endings work around the usual top-to...
by Deadlock989
Mon Aug 02, 2021 5:17 pm
Forum: Mod portal Discussion
Topic: Trending has been frozen for 6 weeks
Replies: 4
Views: 1004

Trending has been frozen for 6 weeks

The list on the mod portal's Trending page hasn't budged for at least 6 weeks. There are mods on the first page of results that haven't been updated for 7 months and don't have a particularly striking number of downloads. The order hasn't changed once since at least early June and probably before th...
by Deadlock989
Mon Aug 02, 2021 5:12 pm
Forum: Modding interface requests
Topic: Target masks for active-defense-equipment, artillery turret and spidertron
Replies: 4
Views: 1003

Re: Target masks for active-defense-equipment, artillery turret and spidertron

+1 for ignore_target_mask at least on ADEs. It is currently impossible to get them to ignore entities that a turret entity equivalent ignores.
by Deadlock989
Sun Aug 01, 2021 3:59 pm
Forum: Modding help
Topic: Mapping entity orientation to direction
Replies: 2
Views: 491

Re: Small documentation improvement requests

So what is the formula in the source code for mapping orientation to direction? There is some info here: https://forums.factorio.com/viewtopic.php?f=23&t=30074 Thanks. From that I found a way of converting turret orientation to the frame number ("direction"), it's probably a stupid/ho...
by Deadlock989
Sun Aug 01, 2021 1:27 pm
Forum: Modding help
Topic: Mapping entity orientation to direction
Replies: 2
Views: 491

Mapping entity orientation to direction

Re: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.orientation I have long suspected that for entities with arbitrary animation directions (vehicles, turrets, radar) there is not a linear relationship between the RealOrientation of the entity and the animation frame. I have struggled f...
by Deadlock989
Sun Aug 01, 2021 1:19 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 258
Views: 31527

Re: Small documentation improvement requests

Re: https://wiki.factorio.com/Prototype/Turret 1. What are the units of attacking_speed, folding_speed etc.? They advance the animation state of the turret, that much is clear, but what's the relationship between animation frame and the float value? 2. What is folded_speed? It's the speed at which ...
by Deadlock989
Thu Jun 24, 2021 6:21 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 46632

Re: Friday Facts #366 - The only way to go fast, is to go well!

[Moderated by Koub : Off topic]

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