Search found 2528 matches

by Deadlock989
Thu Mar 22, 2018 8:56 pm
Forum: Implemented mod requests
Topic: [No longer required] Disable crafting tab
Replies: 12
Views: 3118

Re: Request: disable crafting tab for specific groups

Arch666Angel wrote:hidden = true
Then no-one can select it in assembling machines. I literally said "allowing hiding categories from the player but not from assembling machines".
by Deadlock989
Thu Mar 22, 2018 6:17 pm
Forum: Implemented mod requests
Topic: Request: specify non-recursive recipe prototype
Replies: 10
Views: 2621

Re: Request: specify non-recursive recipe prototype

Rseding: again, thanks so much for implementing this. It works exactly as intended and it was about 15 seconds of work for me to enable it in my system. Really pleased.
by Deadlock989
Thu Mar 22, 2018 1:55 pm
Forum: Implemented mod requests
Topic: [No longer required] Disable crafting tab
Replies: 12
Views: 3118

Re: Request: disable crafting tab for specific groups

Again, it's disassembly/recycling scenarios. If you have 100 item types disassembleable (if that's a word), and none of them are player recipes, you essentially have a large amount of screen space taken up by things that you cannot click on and, to be honest, are not terribly helpful as a guide to w...
by Deadlock989
Thu Mar 22, 2018 1:34 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 387055

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Creative Mode Fix 0.0.25 - bug with the automatic creation of infinite resources and non-standard icon sizes. Code in lines 242-285 of data-final-fixes assumes that item icons are default size, but it copies attributes from the base item including icon_size. When the base item wasn't icon_size = 32,...
by Deadlock989
Wed Mar 21, 2018 2:38 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.16.31] No-crop flag shifts loader belt sprites
Replies: 7
Views: 9308

Re: [16.31] No-crop flag shifts loader belt sprites

It's a trade off: by using layering you increase the amount of time the game has to spend rendering sprites but reduce VRAM usage. So is this a bad idea? Or one of those trade-offs that benefit some PC builds but disadvantage others? Would it be better for people, say, with low-VRAM laptop graphics...
by Deadlock989
Wed Mar 21, 2018 1:36 pm
Forum: Implemented mod requests
Topic: Request: specify non-recursive recipe prototype
Replies: 10
Views: 2621

Re: Request: specify non-recursive recipe prototype

Has this been implemented?? That's brilliant. Thanks for listening.
by Deadlock989
Wed Mar 21, 2018 1:24 pm
Forum: Texture Packs
Topic: [No longer available] Old graphics
Replies: 66
Views: 28457

[No longer available] Old graphics

These graphics were from an overhaul mod project that I've now abandoned resumed.
by Deadlock989
Wed Mar 21, 2018 12:16 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.16.31] No-crop flag shifts loader belt sprites
Replies: 7
Views: 9308

Re: [16.31] No-crop flag shifts loader belt sprites

BTW - the reason I'm doing this is (a) the great ease of generating arbitrary colours of belt and (b) it greatly saves atlas space. It's potentially an atlas saving strategy for the main game. For vanilla belts, you save 33% of the atlas space by having just two no-cropped sprite sheets which then g...
by Deadlock989
Wed Mar 21, 2018 11:53 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.16.31] No-crop flag shifts loader belt sprites
Replies: 7
Views: 9308

[posila] [0.16.31] No-crop flag shifts loader belt sprites

Following this: https://forums.factorio.com/viewtopic.php?f=48&t=58875 If you use layered belt animations, you need to add the no-crop flag to make sure that the sprites are the same size in each layer for entities with both a belt animation and a structure{} field, i.e. underground belts and lo...
by Deadlock989
Wed Mar 21, 2018 10:47 am
Forum: Modding help
Topic: Pipe flow graphics
Replies: 1
Views: 492

Re: Pipe flow graphics

Anyone? Anyone? Bueller? Bueller?
by Deadlock989
Tue Mar 20, 2018 9:43 pm
Forum: Implemented mod requests
Topic: Request: specify non-recursive recipe prototype
Replies: 10
Views: 2621

Re: Request: specify non-recursive recipe prototype

Yes, that sounds right. I hadn't thought of that but it would have to be, to stop it being considered as way of getting components out of things. I realise there's potential for confusion there. But also the intention is to use this with recipes that have probabilities - so they couldn't go into the...
by Deadlock989
Tue Mar 20, 2018 6:35 pm
Forum: Implemented mod requests
Topic: Request: specify non-recursive recipe prototype
Replies: 10
Views: 2621

Re: Request: specify non-recursive recipe prototype

OK ... see attached ... it almost couldn't be simpler. Start a new game. You'll be given 100 wood planks. Look at your logistics tab. You'll see there's a recipe to disassemble wooden crates. Except you don't have any wooden crates. But you do have wood, so clicking on the recipe results in you asse...
by Deadlock989
Tue Mar 20, 2018 6:13 pm
Forum: Minor issues
Topic: [16.31] Layered sprite sheet / atlas weirdness
Replies: 11
Views: 4255

Re: [16.31] Layered sprite sheet / atlas weirdness

Fix one problem, another pops up, like whack-a-mole. Setting no-crop fixes underground belts, so, 75% of way there now. It mostly fixes loaders, but for some reason it creates a slight gap between the belt_horizontal and the start/ending_side graphic, and also in the vertical orientation. It's 4 pix...
by Deadlock989
Tue Mar 20, 2018 9:57 am
Forum: Minor issues
Topic: [16.31] Layered sprite sheet / atlas weirdness
Replies: 11
Views: 4255

Re: [16.31] Layered sprite sheet / atlas weirdness

Underground belts and loaders render just half of a belt and the way we handle cropping of sprites in scenarios like this assume all layers have the same size, if the sprite has multiple layers. You'll need to set no-crop flag on your sprites. flags = { "no-crop", "lower-object "...
by Deadlock989
Tue Mar 20, 2018 7:45 am
Forum: Minor issues
Topic: [16.31] Layered sprite sheet / atlas weirdness
Replies: 11
Views: 4255

Re: [0.16.30/31] Layered sprite sheet / atlas weirdness

I'm no expert, but I noticed that the graphics option "optimize sprite atlas packing" relates to transparency. Do you have that enabled? If so, I wonder how it would act if you disabled it. Well spotted - but no, it didn't affect it. I will make the code human-readable and post it later a...
by Deadlock989
Tue Mar 20, 2018 12:14 am
Forum: Minor issues
Topic: [16.31] Layered sprite sheet / atlas weirdness
Replies: 11
Views: 4255

Re: [0.16.30/31] Layered sprite sheet / atlas weirdness

It's definitely something to do with the top layer's transparency. Here is a third version where there are no frames that are all transparent. You can see that for the belt_horizontal sheet (and belt_vertical, not shown) only for the underground and loader, the top layer is offset by the trimmed are...
by Deadlock989
Tue Mar 20, 2018 12:08 am
Forum: Minor issues
Topic: [16.31] Layered sprite sheet / atlas weirdness
Replies: 11
Views: 4255

Re: [0.16.30/31] Layered sprite sheet / atlas weirdness

Rseding91 wrote:"empty frames"?
Sections of the sprite sheet that are all transparent pixels.
by Deadlock989
Tue Mar 20, 2018 12:01 am
Forum: Minor issues
Topic: [16.31] Layered sprite sheet / atlas weirdness
Replies: 11
Views: 4255

Re: [0.16.30/31] Layered sprite sheet / atlas weirdness

I'm thinking it's the empty frames. This is a version with more going on in the mask layer so that there are only a handful of empty frames. It's better, but still broken. If this was a "feature" then it would be broken for all of them, though, not just the underground and the loader. Unle...

Go to advanced search