Search found 407 matches

by y.petremann
Fri Feb 16, 2018 10:10 am
Forum: Ideas and Suggestions
Topic: A new belt and tracking system.
Replies: 4
Views: 2451

Re: A new belt and tracking system.

I think the idea of covered highway belt is a good idea for many reason : Rendering is optimised since there is no more animation needed and items to render, permitting more FPS Those highway belts would forbid insertion or pickup from inserters, still loaders, splitters and side belts would still b...
by y.petremann
Tue Feb 13, 2018 9:41 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213212

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Alkumist wrote:change the look of splitters to fit the new graphics style? :D
Seriously .. no ... I think this is sufficient and good looking, but I think splitter don't need a redesign ...
by y.petremann
Sun Feb 11, 2018 3:23 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213212

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Added an option in Compact Loaders 1.2.3 to restyle underground belts with the Deadlock Technologies aesthetic. By default, this is turned off - you have to go into Mod Settings and enable it. As a side effect, if you are using Bob's Logistics in high resolution mode, the tier 4 and 5 underneathies...
by y.petremann
Sat Feb 10, 2018 9:08 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213212

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

[*]you should add some sort of grain or rust to have the kind of detail factorio have. They do have a little, but remember I only started learning Blender this week. Sorry didn't know [*]Also I think that the size of loaders should be exactly equivalent to their transport belt to ground siblings. T...
by y.petremann
Sat Feb 10, 2018 6:17 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213212

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Version 1.4.0 (beltbox) & 1.2.0 (loaders) - graphics updated with original 3D models, not pixel art hacked together from bits of vanilla sprites. Comparison of the change : Screenshot_4.png Screenshot_2.png Actually your models are gorgeous, but : you should add some sort of grain or rust to ha...
by y.petremann
Sat Feb 10, 2018 4:01 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532687

Re: [MOD 0.14] AAI Programmable Vehicles

On mods.factorio.com : Miners stops working if inventory is filtered and can no longer insert "rocket-part" where it could mine something it can insert in his inventory. I think you should make some function to prepare the mining, then testing if this is possible to place the ressources m...
by y.petremann
Thu Feb 08, 2018 5:50 pm
Forum: Duplicates
Topic: [0.16.22] Crash when removing splitter after modded loader
Replies: 3
Views: 1515

Re: [0.16.22] Crash when removing splitter after modded loader

Deadlock989 wrote:Great. Thanks for super-speedy response.
Only post if necessary but got those crash on other directions (splitter and loader going down like on the image)
Screenshot_1.png
Screenshot_1.png (53.51 KiB) Viewed 1484 times
by y.petremann
Wed Feb 07, 2018 6:19 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15566

Re: Version 0.16.21

Mainly because some mods uses the rotate key or close window key and having mods re-registering already existing keys make it a pain, maybe having mods being able to say from prototype that they need to have an event based on registered key or to have their configuration follow standard key unless ...
by y.petremann
Tue Feb 06, 2018 8:31 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125000

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

For item elevator, I think that I would do two sets based on loaders, one for those going down and one for those going up. About electricity and player elevator, I think I would make top, bottom, middle with stop and middle without stop Electricity would be based on substations but with an extentio...
by y.petremann
Tue Feb 06, 2018 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.22] market interface is inconsistant
Replies: 2
Views: 2494

Re: [Oxyd] [0.16.22] market interface is inconsistant

Thanks, I added the scroll bar. 2) Market items does not get categorised which make it messy with a lot of offers, should follow order and categories like in requester chests, unless specified from a specific attribute for the market entity. I don't really understand what you mean. Requester chests...
by y.petremann
Mon Feb 05, 2018 7:44 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125000

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

If needed I would really like to help, it would not be fancy graphics, but at least I would try to make something that fit the game ambiance, I would simply need to know what is needed (air vents looks nice to me). I would like to mention that I don't claim the task of doing graphics, so if anybody...
by y.petremann
Sun Feb 04, 2018 7:38 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125000

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

the mod is not *quite* dead, although I have moved to other things since ( other game, heard about Ymir-Online ? you should go check it ! ) I still plan on updating it, the thing that makes me not do it right away it that I don't have the graphics to go with, and won't release the mod without full ...
by y.petremann
Sun Feb 04, 2018 6:11 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.22] market interface is inconsistant
Replies: 2
Views: 2494

[Oxyd] [0.16.22] market interface is inconsistant

1) Market interface does not get a scrollbar when the content goes outside the window. Screenshot_11.png 2) Market items does not get categorised which make it messy with a lot of offers, should follow order and categories like in requester chests, unless specified from a specific attribute for the ...
by y.petremann
Sat Feb 03, 2018 8:43 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15566

Re: Version 0.16.21

It would also be interesting to be able to register windows (not only that thing in the center of the screen) that is movable if needed. I'd love to just have a per-mod "center" gui hook that worked like any vanilla window. I.e. can be moved/stacked on top of other windows and relives me ...
by y.petremann
Fri Feb 02, 2018 5:56 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15566

Re: Version 0.16.21

Scripting Added CustomMinimap GUI element type. Added CustomEntityPreview GUI element type. It would be interesting to have the possibility to make graph with gui api (like production and electric network information), it could be used for storage statistics, market price evolution, combinator sign...
by y.petremann
Fri Sep 29, 2017 5:52 pm
Forum: News
Topic: Friday Facts #210 - Circuit connector module implementation
Replies: 41
Views: 22799

Re: Friday Facts #210 - Circuit connector module implementation

Pretty good stuff.

Why is there a 6 on the lamp ? Is it modifiable ? (would work like a lamp with a decal on top of it to indicate a value)
by y.petremann
Fri Sep 15, 2017 8:48 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 25501

Re: Friday Facts #208 - Tips and tricks improvement

As for now recipe categories are a good thing to think about, there is just a thing to think : what about entities that are defined by mods to be for example a chest for bots or a range expander for logistic network whereas in fact they are simply roboports, mecanicals gear, axle and gearbox where t...
by y.petremann
Sat Aug 26, 2017 1:48 am
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 48964

Re: Friday Facts #205 - Teaching the things that everybody knows

Thinking a bit more about this: Maybe instead of trying to cram everything into tooltips, have a sort of in-game "wiki" (like .chm files in old times...) that is searchable and explains every item / concept properly. That kind of single-info-source also makes it very easy to give newbies ...
by y.petremann
Sat Aug 26, 2017 1:38 am
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 48964

Re: Friday Facts #205 - Teaching the things that everybody knows

What I think is that some players swap from the survival world and the sandbox world, I think that tutorial mecanism would be interesting to quickly access some sort of sandbox world. Also nuclear stuff is quite impressive, some people never goes to nuclear because it looks over-complicated, which i...
by y.petremann
Fri Jul 07, 2017 5:45 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68341

Re: Friday Facts #198 - Rail segment visualisation

4-colour theorem says that you should only need four different (hopefully harmonising) colours to display any such rail-markers. If you can find four nice colours, that go well together without circus effects (e.g. pastelly or something), it should be easily do-able and you only have to worry about...

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