Oh, very tasteful.
[Moderated by Koub : Off topic]
Search found 2393 matches
- Thu Jun 24, 2021 3:46 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 43574
- Thu Jun 24, 2021 7:28 am
- Forum: Frequently Suggested / Link Collections
- Topic: Female Character
- Replies: 20
- Views: 12119
- Thu Jun 24, 2021 7:12 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 107
- Views: 22025
Re: Industrial Revolution 2 discussion
And I have an abundance of tin. What can I do with that. In descending order of personal preference: 1. Don't make as much tin. I'm not even joking. 2. If the problem is washing and your lead requirements, use smart (i.e. circuit-controlled) acid-washing to balance your tin/lead ratio to what you n...
- Mon Jun 21, 2021 12:00 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 243
- Views: 27732
Re: Small documentation improvement requests
Equipment.ability_icon ActivateEquipmentCapsuleAction.equipment How are these used and what are their limitations? The only thing that uses ability_icon in vanilla is the discharge defence equipment, and it corresponds with the icon used by the DD remote capsule, which points back to the equipment ...
- Thu Jun 17, 2021 10:06 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 243
- Views: 27732
Re: Small documentation improvement requests
LuaGameScript.get_filtered_item_prototypes links to "#ItemPrototypeFilters" on the Concepts page, but the anchor is incorrect, it should go to ItemPrototypeFilter (singular). Edited to add, same seems to be true for most or all of the *PrototypeFilter links on that page. -> Thanks for let...
- Wed Jun 16, 2021 7:39 am
- Forum: Modding help
- Topic: Where do storage tanks get their alt-info icon position from?
- Replies: 1
- Views: 336
Re: Where do storage tanks get their alt-info icon position from?
For anyone digging this up, you can work around this in a couple of ways: Untitled2.jpg For 1x1 storage tanks that are "tall", i.e. the sprite is taller than the selection box, then scale_info_icons = false produces a reasonable result. For pipe-like 1x1 tanks that aren't taller than the s...
- Sun Jun 13, 2021 11:59 am
- Forum: Modding help
- Topic: Where do storage tanks get their alt-info icon position from?
- Replies: 1
- Views: 336
Where do storage tanks get their alt-info icon position from?
Here we see a string of pipe entities with two kinds of 1x1 storage tank in the middle. The tanks have exactly the same selection box as the pipes. They have a different collision box but in both cases they're centred on the tile. But the alt-info icons for these small tanks are not drawn in the sam...
- Sat Jun 12, 2021 5:37 pm
- Forum: Not a bug
- Topic: [1.1.34] Jitter/moiré on moving vehicles
- Replies: 1
- Views: 459
[1.1.34] Jitter/moiré on moving vehicles
This got picked up when making a large vehicle for a mod, but I have been able to reproduce it in vanilla with both the car and (to a lesser extent) the tank. When vehicles are being driven by the player, depending on their speed and the zoom level of the camera, the vehicle will periodically go thr...
- Tue Jun 01, 2021 11:32 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 243
- Views: 27732
Re: Small documentation improvement requests
https://wiki.factorio.com/Types/SmokeSource - regarding "position" and "height" - what is "height", and how are position and height affected by the rotation of a vehicle when the smoke source is part of the vehicle's burner energy source?
- Thu Apr 22, 2021 10:12 am
- Forum: Modding help
- Topic: Couple of Questions And Seeking Recommendations
- Replies: 6
- Views: 887
Re: Couple of Questions And Seeking Recommendations
Follow the link I gave and then scroll down a few posts to jamiechi1's answer. The table of items is given as key/value pairs where the key is the item name and the value is the number of items to be given, e.g.
Code: Select all
{
["iron-plate"] = 100,
["copper-plate"] = 200,
}
- Wed Apr 21, 2021 10:39 pm
- Forum: Modding help
- Topic: Couple of Questions And Seeking Recommendations
- Replies: 6
- Views: 887
Re: Couple of Questions And Seeking Recommendations
1. Post your code. Don't make people guess what you've done. 2. See https://forums.factorio.com/viewtopic.php?p=531991#p531991 . 3. Making new sprites and animations from scratch is time-consuming even if you have any talent for it; with belts and units ("enemies"), you picked two of the m...
- Sun Apr 18, 2021 1:01 am
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 1055
Re: Questions About Removal
Would hiding but not removing the item group make a confliction with other mods? As i understood it if the recipe don't have anywhere to belong under certain item group it will be automatically under "the unsorted" item group,although i'm going to remove everything temporary to re-arrange...
- Sun Apr 18, 2021 12:56 am
- Forum: Modding help
- Topic: capsule launcher turret
- Replies: 2
- Views: 387
Re: capsule launcher turret
Ammo turrets only launch ammo and capsules aren't ammo. There was a mod aside from Rampant once which created a corresponding ammo item for each capsule, including combat bot capsules, which fired an arc projectile that duplicated the effect of the corresponding capsules on ground hit. I looked into...
- Sat Apr 17, 2021 8:33 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 107
- Views: 22025
Re: Industrial Revolution 2 discussion
Yes, I am aware of it, I do not intend to publish it. Doing modifications to meet my personal preferences. Obviously that's completely fine. I'm highly unmotivated to start digging out archived versions of stuff I'm afraid. You may encounter some minor issues with incorporating the older assets. Yo...
- Sat Apr 17, 2021 8:01 pm
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 1055
Re: Questions About Removal
And how to remove those item groups? You can replace any prototype with nil to "remove" it. There are a small-ish collection of essential prototypes that the core game requires to exist, I don't have a reference list handy, but I'm 99.9% sure that any of the item groups are not among them...
- Sat Apr 17, 2021 7:15 pm
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 1055
Re: Questions About Removal
Hi First Question: I was trying to remove the automation technology from the vanilla, but doing so requires removing every subsequent technology. Is there a code that i can use to remove all of that in one command? No. You have to recursively search for prerequisites yourself. Second Question: I've...
- Sat Apr 17, 2021 9:45 am
- Forum: Mod portal Discussion
- Topic: [Mod Portal] webm support
- Replies: 19
- Views: 2837
Re: [Mod Portal] webm support
Try dialling that down by like 20%, sunshine. Markdown barely even supports image formatting. I mean, it doesn't even have text alignment. You may as well complain that a bicycle without wheels doesn't have a jetpack installed. I'd guess the chances of them turning on anything that remotely resemble...
- Fri Apr 16, 2021 10:23 am
- Forum: Mod portal Discussion
- Topic: [Mod Portal] webm support
- Replies: 19
- Views: 2837
Re: [Mod Portal] webm support
Can we have <a>, <img>, <ul> and <li> as well then?eradicator wrote: ↑Fri Apr 16, 2021 8:59 amAccording to The Internet™ some markdown implementations allow injecting HTML tags directly, which is what I was referring to.
- Fri Apr 16, 2021 8:40 am
- Forum: Mod portal Discussion
- Topic: [Mod Portal] webm support
- Replies: 19
- Views: 2837
Re: [Mod Portal] webm support
There is no such thing as a "<video> tag" in Markdown. Markdown has poor support for media elements, by design. It was, and always will be, a plain text markup language. You could deviate from the informal standard for Markdown and add one, but equally you could spend that time implementin...
- Wed Apr 14, 2021 10:20 am
- Forum: Modding help
- Topic: Animated Lamp
- Replies: 13
- Views: 1419
Re: Animated Lamp
I guess we all have mileage that varies. I'd never run Bottleneck, especially since 90% of what it does could have been replaced with native game engine features made available in 1.0.