Then no-one can select it in assembling machines. I literally said "allowing hiding categories from the player but not from assembling machines".Arch666Angel wrote:hidden = true
Search found 2528 matches
- 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
- Thu Mar 22, 2018 7:24 pm
- Forum: Texture Packs
- Topic: [No longer available] Old graphics
- Replies: 66
- Views: 28457
- 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.
- 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...
- 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,...
- 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...
- 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.
- Wed Mar 21, 2018 1:24 pm
- Forum: Texture Packs
- Topic: [No longer available] Old graphics
- Replies: 66
- Views: 28457
- 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.
- 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...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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 "...
- 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...
- 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...
- 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
Sections of the sprite sheet that are all transparent pixels.Rseding91 wrote:"empty frames"?
- 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...