Thanks, I will do, needs a bit of tidying first, it's all over the place right now.orzelek wrote:Would be really helpful if you would attach the mod with this to make it for easier testing on devs end.
PS.
Really nice graphics
Search found 2528 matches
- Mon Mar 19, 2018 11:51 pm
- Forum: Minor issues
- Topic: [16.31] Layered sprite sheet / atlas weirdness
- Replies: 11
- Views: 4284
Re: [0.16.30/31] Layered sprite sheet / atlas weirdness
- Mon Mar 19, 2018 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.31] Crash during load with certain mods
- Replies: 6
- Views: 1672
Re: [Rseding91] [0.16.31] Crash during load with certain mods
Thanks, speedy work.
- Mon Mar 19, 2018 11:16 pm
- Forum: Minor issues
- Topic: [16.31] Layered sprite sheet / atlas weirdness
- Replies: 11
- Views: 4284
[16.31] Layered sprite sheet / atlas weirdness
Been experimenting with using layered animations for belts and belt-likes. It works fine - until you get undergrounds and loaders involved. See this gif (ignore the skipping, that's the gif, it's the weirdness on the right that's the issue): https://i.imgur.com/Hkw4akB.gif All the animations in the ...
- Mon Mar 19, 2018 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.31] Crash during load with certain mods
- Replies: 6
- Views: 1672
Re: [Rseding91] [0.16.31] Crash during load with certain mods
When I load the game with that mod it works just fine for me. Can you upload the 2 .json files in your mods folder? One is the mod settings and the other is the enabled mods you have. I'm back on .30 at the moment because I was in the middle of something, but they're attached. It's not just that mo...
- Mon Mar 19, 2018 8:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.31] Crash during load with certain mods
- Replies: 6
- Views: 1672
Re: [0.16.31] Crash during load with certain mods
Can you please upload the save file and mods you're using to reproduce the crash? I don't get as far as loading a save file, the crash is during game load. I can't upload all the mods but I'm now 99% certain it's any mod which has global settings. For example, this one: https://mods.factorio.com/mo...
- Mon Mar 19, 2018 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.31] Crash during load with certain mods
- Replies: 6
- Views: 1672
[Rseding91] [0.16.31] Crash during load with certain mods
Crash during load when certain mods are enabled. Have a suspicion that it''s any mod that has global settings.
Log: https://pastebin.com/EG2aN5hu
Log: https://pastebin.com/EG2aN5hu
- Mon Mar 19, 2018 5:41 pm
- Forum: Implemented mod requests
- Topic: [No longer required] Disable crafting tab
- Replies: 12
- Views: 3122
Re: Request: disable crafting tab for specific groups
That doesn't hide the crafting tab at all. It "reds out" the recipe. I want an entire tab to be hidden.Rseding91 wrote:The current supported way to do that is to put the recipes in a category that the player can't craft but machines can. Like recipes with fluids.
- Mon Mar 19, 2018 5:28 pm
- Forum: Implemented mod requests
- Topic: Request: specify non-recursive recipe prototype
- Replies: 10
- Views: 2639
Request: specify non-recursive recipe prototype
Request: recently we got the allow_as_intermediate flag for recipe prototypes, which was massively useful, preventing some kinds of circular recipes. What I need at the moment is similar, almost the same thing but the other way around. I want to set a flag in a recipe prototype which stops the playe...
- Mon Mar 19, 2018 5:20 pm
- Forum: Implemented mod requests
- Topic: [No longer required] Disable crafting tab
- Replies: 12
- Views: 3122
[No longer required] Disable crafting tab
Request that the item group prototype is extended to allowing hiding categories from the player but not from assembling machines. e.g. { hidden_from_player_gui = true, icon = "__base__/graphics/item-group/intermediate-products.png", icon_size = 64, name = "intermediate-products",...
- Mon Mar 19, 2018 2:07 pm
- Forum: Modding help
- Topic: New Ores
- Replies: 11
- Views: 3365
Re: New Ores
So I made some ores in my mod based of off your Ice Ore mod, but I'm running into a problem. The ores aren't displaying properly in the world. You know how all the sprites (or whatever they're called) for the ore are on one graphic, and the game somehow seems to take just one of them when placing t...
- Mon Mar 19, 2018 2:00 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212195
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Since January.mrvn wrote:Does that mean I can use a stack of wood as fuel in a furnace?
Stacked fuels inherit the fuel properties of the base item. They burn five times as long, but bonuses aren't affected (e.g. vehicle acceleration).
- Mon Mar 19, 2018 8:22 am
- Forum: Modding help
- Topic: Pipe flow graphics
- Replies: 1
- Views: 494
Pipe flow graphics
Is there anyone knowledgeable about how these work? Or is there documentation somewhere? Searched but couldn't find it. I'm making new pipes and have the sprites for the pipes themselves, including the variant with the window, but I'm struggling with the pipe flow graphics. It's hard to tell what's ...
- Sat Mar 17, 2018 5:54 pm
- Forum: Development tools
- Topic: How to make new belt graphics
- Replies: 4
- Views: 5438
Re: How to make new belt graphics
I tried my hand at this and failed miserably with the curve method - couldn't figure out the distortions or how to get things to get where they need to be exactly 32 frames later. So I did it another way - there's a nice add-on for Blender called ARew0 which lets you make fake "arrays" of ...
- Thu Mar 15, 2018 8:20 pm
- Forum: Modding help
- Topic: Oddities around disabling vanilla recipes
- Replies: 2
- Views: 671
Re: Oddities around disabling vanilla recipes
*facepalm*
Thank you.
Thank you.
- Thu Mar 15, 2018 7:50 pm
- Forum: Modding help
- Topic: Oddities around disabling vanilla recipes
- Replies: 2
- Views: 671
Oddities around disabling vanilla recipes
Searched for this but can't sort out signal from noise. I'm finding that some specific recipes seem to have their "enabled" flag overridden on game load. I've searched and I can't find the culprit. I thought it might be the freeplay scenario but don't see any calls to recipes there. Essent...
- Tue Mar 13, 2018 5:22 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212195
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Stacking Beltbox version: 1.4.8
Date: 13. 03. 2018
Inter-mod support:
- Stacked fuels now inherit fuel_emissions_multiplier if another mod added it.
Date: 13. 03. 2018
Inter-mod support:
- Stacked fuels now inherit fuel_emissions_multiplier if another mod added it.
- Tue Mar 13, 2018 5:20 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54214
Re: [MOD 0.16.x] Deadlock's Crating Machine
Version: 1.1.4
Date: 13. 03. 2018
Bugfixes:
- Fixed a potentially breaking change in 0.16.29 to do with the new fuel emission multiplier.
- To prevent this kind of thing happening again, crate items are now generated "from scratch" instead of copying base item properties.
Date: 13. 03. 2018
Bugfixes:
- Fixed a potentially breaking change in 0.16.29 to do with the new fuel emission multiplier.
- To prevent this kind of thing happening again, crate items are now generated "from scratch" instead of copying base item properties.
- Tue Mar 13, 2018 3:12 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54214
Re: [MOD 0.16.x] Deadlock's Crating Machine
Hi, get this error after updating to 0.16.30: Error while loading item prototype "deadlock-crate-coal" (item): Must have a fuel_value when fuel_acceleration_multiplier, fuel_top_speed_multiplier or fuel_emissions_multiplier are used. Modifications: Deadlock's Crating Machine Adding itemco...
- Mon Mar 12, 2018 9:17 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54214
Re: [MOD 0.16.x] Deadlock's Crating Machine
Technology issue cross-compatibility with Research Queue. Research Queue issues error (no crash, just an error message printed to the game screen) when trying to load up technology from Deadlock's Crating Machine and Compact Loaders mod (stacking beltboxes seem fine). Console outputs "failed t...
- Thu Mar 08, 2018 5:18 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54214
Re: [MOD 0.16.x] Deadlock's Crating Machine
You're most welcome.