Search found 259 matches

by apriori
Tue May 23, 2017 6:26 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 36688

Re: [0.15] Teleportation

Neemys wrote:now the building is placeable
Thanks a lot! Fixed in 0.15.6 mod version.
by apriori
Tue May 23, 2017 6:08 pm
Forum: Releases
Topic: Version 0.15.13
Replies: 49
Views: 32386

Re: Version 0.15.13

0.15.13 wrote:My Mod Name instead of my-mod-name
So, maybe, let's make mod display name localizable too?
by apriori
Mon May 22, 2017 6:12 am
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 36688

Re: [0.15] Teleportation

Is there a way to change the beacon's inventory size? Currently it's limited to 2 types of items, hoping I could change something in the mod lua files but so far I don't know which part can change it. I'm using the beacon with Teleprovider chests. edit: Nevermind, found it in entity.lua, inventory ...
by apriori
Sun May 21, 2017 3:18 pm
Forum: Modding help
Topic: Create image dynamically
Replies: 3
Views: 1662

Re: Create image dynamically

I think so. Look at the base-game script for how Barreling icons are created. I am pretty sure you can copy that and use it for entities as well. data/base/data-updates Thanks for the reply. I already can create combined icons (as in exampled file), but I want to create combined entity sprites on g...
by apriori
Sat May 20, 2017 9:19 am
Forum: Modding help
Topic: Help reanimation mod
Replies: 1
Views: 707

Re: Help reanimation mod

Teleportation mod now does it.

Мой мод Teleportation уже делает это. Правда, пока не требуя энергию...
by apriori
Fri May 19, 2017 11:47 pm
Forum: Modding help
Topic: Create image dynamically
Replies: 3
Views: 1662

Create image dynamically

Is there any way to create sprite for an entity prototype dynamically, combining from number of parts?
by apriori
Fri May 19, 2017 5:55 pm
Forum: Modding interface requests
Topic: ghost_entity.bar
Replies: 0
Views: 490

ghost_entity.bar

There's no simple way to get bar-value for container ghost. Only by reading a blueprint and finding a BP-part caused this entity ghost using aligns, but it's a real pain. Please add: bar :: uint [R] - value if exists or nil EDIT: Hm. I can revive the ghost, get the bar of its inventory, then destroy...
by apriori
Fri May 12, 2017 2:27 pm
Forum: Energy Production
Topic: [0.15] OCD-friendly solar array, 0.932 ratio
Replies: 14
Views: 17893

Re: [0.15] OCD-friendly solar array, 0.932 ratio

DaveMcW wrote:
apriori wrote:Why is ratio 0.84?
Accumlators are not needed for the first 50 seconds of twilight, they are only needed for the last 116.67 seconds.
Well, then I've got extra accus in my setups))) Thanks.
by apriori
Fri May 12, 2017 7:23 am
Forum: Energy Production
Topic: [0.15] OCD-friendly solar array, 0.932 ratio
Replies: 14
Views: 17893

Re: [0.15] OCD-friendly solar array, 0.932 ratio

Ubertwink wrote:The "perfect" ratio is still 0.84, but I think that having an overhead in accumulators is good, if not necessary.
Why is ratio 0.84? According to my (maybe incorrect) math it's 0.95... Calculation is attached. You can input your factory consumption in the first row to recalc.
by apriori
Thu May 11, 2017 8:53 pm
Forum: Technical Help
Topic: [REQUEST] Non-case-sensitive search in logistics network
Replies: 5
Views: 1864

Re: [REQUEST] Non-case-sensitive search in logistics network

No, it's still case-sensitive. At least for Russian (cyrillic). Ah, non-english. I don't know if that will ever happen. We use the built-in C++ to-lower and I guess it doesn't support non-english. Dunno... When I use the built-in c++ function to lower string in Russian (my native) - it works just f...
by apriori
Thu May 11, 2017 8:38 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 36688

Re: [0.15] Teleportation

Airat9000 wrote:new mod?
Telelogistics is realized as a part of Teleportation. Update it and then enable through the mods settings menu.
by apriori
Thu May 11, 2017 7:25 am
Forum: Technical Help
Topic: [REQUEST] Non-case-sensitive search in logistics network
Replies: 5
Views: 1864

Re: [REQUEST] Non-case-sensitive search in logistics network

No, it's still case-sensitive. At least for Russian (cyrillic).
by apriori
Thu May 11, 2017 6:19 am
Forum: Resolved Problems and Bugs
Topic: 0.15.10 Infinite research text goes out of its border
Replies: 4
Views: 2171

Re: 0.15.10 Infinite research text goes out of its border

FactorioInstallFolder\data\core\locale\*YourLang*\

Replace line 95 (for ru) whilst:

Code: Select all

ranged-technology-level=__1__/__2__
by apriori
Wed May 10, 2017 7:09 am
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 36688

Re: [0.15] Teleportation

Few issues in a current version: 1) Teleport Beacon does not show animation 2) Teleport Beacon sprite is off-center (try to shift it on X axis) 3) When using jump marker while personal teleporter does not have enough charge it displays "personal teleporter not equiped" message (or somethi...
by apriori
Tue May 09, 2017 3:44 pm
Forum: Not a bug
Topic: [0.15.9] Mod loading error (bad conversion)
Replies: 4
Views: 1775

Re: [0.15.9] Mod loading error (bad conversion)

Thanks for the answer. May be closed.
But imho it's a bug))
by apriori
Tue May 09, 2017 2:28 pm
Forum: Not a bug
Topic: [0.15.9] Mod loading error (bad conversion)
Replies: 4
Views: 1775

Re: [0.15.9] Mod loading error (bad conversion)

It was zipped using WinRAR.
by apriori
Tue May 09, 2017 1:47 pm
Forum: Not a bug
Topic: [0.15.9] Mod loading error (bad conversion)
Replies: 4
Views: 1775

[0.15.9] Mod loading error (bad conversion)

0.394 Error ModManager.cpp:586: Mod package read error. Error when parsing zip file "C:\Users\Gab\AppData\Roaming\Factorio\mods\Teleportation_0.15.4.zip" : bad conversion

pastebin: https://pastebin.com/eKJuwb5F

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