Search found 1416 matches

by Deadlock989
Fri Oct 04, 2019 1:43 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 6902

Re: Friday Facts #315 - New test servers

It's still difficult. If there is interest, I'd be willing to make a "minimal prototypes needed to load without base" mod. Great interest, but very low urgency. Still interested in the Asciitorio/Trontorio ideas that we floated around Discord, but won't get to look at doing it until after 1.0 / lat...
by Deadlock989
Fri Oct 04, 2019 1:31 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 6902

Re: Friday Facts #315 - New test servers

Bilka wrote:
Fri Oct 04, 2019 1:23 pm
You can still disable the mod, just not in the GUI. You'd make your complete overhaul by just being incompatible with base.
Image
by Deadlock989
Fri Oct 04, 2019 1:01 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 6902

Re: Friday Facts #315 - New test servers

Super-interested in the idea of turning off the "base" mod (then maybe the ability to load in a sub-set of base mod features, e.g. terrain).
by Deadlock989
Fri Oct 04, 2019 12:06 pm
Forum: Modding interface requests
Topic: [Not needed] Allow specification of custom lamp light picture for type = "basic"
Replies: 2
Views: 104

Re: [Request] Allow specification of custom lamp light picture for type = "basic"

In my mind, using oriented light type for custom sprite is the correct way to do it. Only meaningful difference between basic and oriented light (besides basic light globally using utility-sprites.light-small or utility-sprites.light-medium) is that the basic light automatically rescales the sprite...
by Deadlock989
Fri Oct 04, 2019 11:43 am
Forum: Modding interface requests
Topic: [Not needed] Allow specification of custom lamp light picture for type = "basic"
Replies: 2
Views: 104

[Not needed] Allow specification of custom lamp light picture for type = "basic"

Following this thread. From the wiki for LightDefinition : type Type: Types/string Default: "basic" Either "basic" or "oriented". If the type is "oriented", the following properties are read additionally to the other properties: picture - Types/Sprite, mandatory rotation_shift - Types/float, optiona...
by Deadlock989
Fri Oct 04, 2019 10:39 am
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 344

Re: [0.17.69] Lamps and Ultra Wide resolutions

So I did some testing on both kinds of light source. These were all on a 4K resolution monitor at zoom level 1. Burner "lamp", size 80 light, intensity 0.75, colour orange, in a working visualisation: Top edge: no visible pop-in Bottom edge: no visible pop-in Left edge: barely visible pop-in that yo...
by Deadlock989
Thu Oct 03, 2019 3:48 pm
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 344

Re: [0.17.69] Lamps and Ultra Wide resolutions

The size in light definition should be diameter of the light. So for your light of size 80, the light would have radius 40; you can reduce it by 3 to 37, because entity renderer draws at least 3 tiles outside of any edge of the screen, and the light renderer search distance is actually relative to ...
by Deadlock989
Thu Oct 03, 2019 11:18 am
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 344

Re: [0.17.69] Lamps and Ultra Wide resolutions

For next release I've added light_renderer_search_distance_limit to utility constants, so mods can change it (it can be set to anything from range 0 to 255, but larger values will be clamped to 160). Default value is 15 (tiles). Setting it to larger values can have performance impact (growing geome...
by Deadlock989
Thu Oct 03, 2019 10:15 am
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 344

Re: [0.17.69] Lamps and Ultra Wide resolutions

Or perhaps https://forums.factorio.com/viewtopic.php?f=11&t=71729 Perhaps a duplicate, but linked post is stated as resolved. Feel free to merge if needed. There were two large-radius lamp issues raised by that mod - the one quoted above and this one: https://forums.factorio.com/viewtopic.php?f=11&...
by Deadlock989
Thu Oct 03, 2019 9:55 am
Forum: Modding help
Topic: non-modular entities and modules
Replies: 9
Views: 253

Re: non-modular entities and modules

Any entity which doesn't have a module_specification property won't support modules and will never receive module effects from beacons etc. This includes boilers.
by Deadlock989
Thu Oct 03, 2019 9:49 am
Forum: Modding interface requests
Topic: inheriting from and unlocking with technology
Replies: 1
Views: 90

Re: inheriting from and unlocking with technology

You can already do all of this yourself, in data stage Lua. This mod does at least 75% of the things you describe. There is nothing preventing you from adding your own custom properties to item, recipe, technology and entity prototypes and then doing some kind of processing based on those custom pro...
by Deadlock989
Wed Oct 02, 2019 8:27 pm
Forum: Not a bug
Topic: [0.16.16] Tile prototype limit (255) too low
Replies: 26
Views: 3705

Re: [0.16.16] Tile prototype limit (255) too low

I really believe thats a real lazy ass response "Its this way and its gonna be this way 4 ever". You have a community wanting to mod the crap out of the game, increase its replayability value and that are in the least of the cases helping the game stay a live. This kind of response is rude to say t...
by Deadlock989
Wed Oct 02, 2019 6:09 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 693
Views: 63849

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

... but then I will probably postpone some parts of the factory if you say you'll get to 1.0 in polynomial time. My main issue at the moment is staying on the real timeline and not straying off into the imaginary time axis and ending up with complex time. But yes, it will be either a matter of days...
by Deadlock989
Wed Oct 02, 2019 11:36 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 693
Views: 63849

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

A minor heads-up - you might want to feed any stockpiles of bronze pistons and heavy gold cables into a scrapping machine before 1.0.0 is released. They are both being removed from the mod. Heavy gold cables are being replaced with a new component (junction boxes, resurrected from an early version o...
by Deadlock989
Wed Oct 02, 2019 9:55 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 693
Views: 63849

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

hey just wanted to say love the mod been playing for the past few weeks and me and some friends have been thinking about starting up a fresh world. i know you said there might be some major changes and recipe changes for the 1.0 release but i was wondering if there would be any changes/additions to...
by Deadlock989
Mon Sep 30, 2019 9:28 pm
Forum: Implemented mod requests
Topic: Request: FlyingRobot.max_speed
Replies: 3
Views: 196

Re: Request: FlyingRobot.max_speed

Nice one. Thanks Bilka.
by Deadlock989
Mon Sep 30, 2019 1:33 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 2093

Re: [MOD 0.17+] Adamo Mods

Adamo wrote:
Mon Sep 30, 2019 5:32 am
These mods are deprecated from the mod portal, as far as I can tell. Deadlock meant this mod to be a joke, but I like it. :P
It's Unlicensed, happy to transfer ownership if you wanted to do something else with it. It is just an enormous magic pipe though.
by Deadlock989
Mon Sep 30, 2019 1:02 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 693
Views: 63849

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

That fact that beam weapons damage affects destroyer robots but not electric arc turrets seems strange to me. Destroyer robots use their own "ammo type" internally, which is functionally no different to a laser beam except that it deals electricity-type damage, and no entity in vanilla Factorio has...
by Deadlock989
Tue Sep 24, 2019 10:50 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 693
Views: 63849

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I have a question after reading here , I noticed I made a thumbnail with graphics from your mod. Is this against your license? Just let me know and I change it right away. That's not a thumbnail, it's just a screenshot of game footage, that's clearly fine. My issue with the other mod wasn't really ...
by Deadlock989
Tue Sep 24, 2019 1:10 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 693
Views: 63849

Roadmap to 1.0.0

I'm about halfway through the balancing stuff that needs doing - but I'm now out of town for the next week and need to concentrate on not-Factorio life for a bit. So it will be another couple of weeks before I can get the last big update out for this mod and call it done. Some highlights: - I manage...

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