I like the idea of setting alerts to keep an eye on things, but they flash for everyone else as well.
Would it actually be possible to have a flag when you set it up so they only appear to the name of the person that set the alert?
Kind of useful on say, an OARC map.
Search found 43 matches
- Sun Jul 07, 2019 11:31 pm
- Forum: Ideas and Suggestions
- Topic: Alerts that only appear to the player that made it.
- Replies: 0
- Views: 601
- Mon Mar 11, 2019 4:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Messing around with Shader files. Ghost entities?
- Replies: 7
- Views: 2958
Re: Messing around with Shader files. Ghost entities?
Yep that's the Shader file I wanted. Very good, TYVM.
I've made the line (28) as:
fragColor = YCoCgToRGB(param, alpha) * max(vTint, vec4(1.0, 0.1, 0.1, 0.1));
Green didn't work well, Red seems ok. Hard(er) to miss them now. It should work well.
I've made the line (28) as:
fragColor = YCoCgToRGB(param, alpha) * max(vTint, vec4(1.0, 0.1, 0.1, 0.1));
Green didn't work well, Red seems ok. Hard(er) to miss them now. It should work well.
- Sat Mar 02, 2019 6:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Messing around with Shader files. Ghost entities?
- Replies: 7
- Views: 2958
Re: Messing around with Shader files. Ghost entities?
I'd like to state for the record that "being able to see the game in order to play it" is not "cheating", and I cannot, for the life of me, understand what exactly I'm "cheating" at. This is not a competitive first person shooter where I can now see people through walls...
- Sat Mar 02, 2019 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Adjusting the Darkness of Night
- Replies: 17
- Views: 8965
Re: Adjusting the Darkness of Night
I don't know if anyone is still reading this, but since 0.17 just came out, I needed to re-edit Shader files again for "my" vision issues. Note that you have to launch game with --force-opengl to get the shader changes to work. I have removed night by editing game.frag and removing the zoo...
- Sat Mar 02, 2019 4:36 pm
- Forum: Ideas and Requests For Mods
- Topic: Messing around with Shader files. Ghost entities?
- Replies: 7
- Views: 2958
Messing around with Shader files. Ghost entities?
Due to the fact that my eyesight is not the best, and having searched the net and asked around, I had for 0.16, and now for 0.17, modified Shader files to allow me to play online with basically "always daylight" (because the constant night-day-night-day contrast changes give me headaches) ...
- Sun Sep 02, 2018 7:20 pm
- Forum: General discussion
- Topic: Nooby question on Mod loading/map settings.
- Replies: 2
- Views: 1296
Nooby question on Mod loading/map settings.
I screw around with Mods. A lot. I hardly ever end up "finishing" a map, but I have a lot of fun trying to get all the tech unlocked and set up so I can see what the makers of the mod actually did. Now, If I wanted to get a friend to play a particular mix of mods and also specific settings...
- Sat Feb 10, 2018 9:15 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Research unlock via recovery
- Replies: 1
- Views: 1058
[Request] Research unlock via recovery
I have been trying to find existing ways to do this and did not come across anything fitting, but I am looking at the code ideas "unlocking" in this mod (https://mods.factorio.com/mod/bonus-crates). If something that would fit or could be changed to fit this idea already exists, then feel ...
- Fri Sep 29, 2017 7:12 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Sequential goals for players
- Replies: 0
- Views: 507
[Idea] Sequential goals for players
I'm trying to work out how to make a modular system for this, and I was really trying to understand if it was possible to just have it all in "control.lua" to use on a custom map as a scenario. I decided to post in here to see what the more inventive modding people have to say on what is e...
- Fri Apr 14, 2017 6:27 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 386838
Re: [MOD 0.14.13+] Creative Mode 0.2.8 - Instant Blueprint Fix
I don't know if what I am about to ask is easy or hard to do, but I'm pretty sure you would know instantly, based on the amount of work in the Mod and the Magic Wand tools. I'm adding custom "enemy bases" to a map so players that expand that far have to fight and kill all the defenses to ...
- Thu Apr 13, 2017 1:58 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 386838
Re: [MOD 0.14.13+] Creative Mode 0.2.8 - Instant Blueprint Fix
I don't know if what I am about to ask is easy or hard to do, but I'm pretty sure you would know instantly, based on the amount of work in the Mod and the Magic Wand tools. I'm adding custom "enemy bases" to a map so players that expand that far have to fight and kill all the defenses to u...
- Thu Apr 13, 2017 12:44 pm
- Forum: Modding discussion
- Topic: Setting up enemy force "fortifications".
- Replies: 1
- Views: 874
Setting up enemy force "fortifications".
On a long scale scenario that I am working I intend setting up enemy bases, using walls, turrets, missiles launchers, etc etc, by adding whatever weapons and offensive units are present in the mods I intend using. I start by having a separate install of Factorio (to save a bunch of extra clicking in...
- Mon Apr 10, 2017 2:52 am
- Forum: Ideas and Requests For Mods
- Topic: Can Biters "strenght" be tied to "distance from spawn"?
- Replies: 1
- Views: 920
Can Biters "strenght" be tied to "distance from spawn"?
This is another question based on the little scenario I'm working on for a few friends. I'm currently starting players on one continent (factorio-world_0.2.1), and have hard set a silo on another using my own fixed X-Y coordinates (RandomSiloSpawn_0.0.2), and wanted Biter "resistance" to g...
- Sun Apr 09, 2017 12:11 am
- Forum: Mods
- Topic: Search for the right Mods/Modpacks
- Replies: 1
- Views: 2922
Re: Search for the right Mods/Modpacks
I'm basically going through the same thing as you at the moment, and what I'm trying to do is add things that fit all my friends playstyles. First decide if you intend running short or long games. If these sessions are meant to be "start, play a while then not play that same game again", t...
- Thu Apr 06, 2017 4:00 am
- Forum: Ideas and Requests For Mods
- Topic: Extra "surfaces" in the form moons, planets etc possible?
- Replies: 4
- Views: 1762
Extra "surfaces" in the form moons, planets etc possible?
Basically something to mimic the Stargate series where we see people jump through a gate and get onto another environment. I am aware of mods like Factorissmo, The Long Nauvis and one just called "Surfaces", I was just wondering - by asking more experienced people - the level of limitation...
- Mon Apr 03, 2017 12:32 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 386838
Re: [MOD 0.14.13+] Creative Mode 0.2.8 - Instant Blueprint Fix
Just checking to see if I'm doing something wrong: I started a game with a mate on which I'm doing a "gradual" adding of mods with renamed save games at each stage so I can roll back if needed. I added Creative Mode about 30 hours in so we could do extra tests, mate had access to Creative ...
- Sun Apr 02, 2017 10:55 am
- Forum: Ideas and Requests For Mods
- Topic: "The first one is free", A simple fix for 'trash' items
- Replies: 11
- Views: 4797
Re: "The first one is free", A simple fix for 'trash' items
This actually fixes my issue with the fact that (as an extreme example) if my inventory is full of Oil Refinaries (?), I have to drop 100 of them to pick up 1 Gear. --- I can't Mod to save my life, but I might look into the code of this "First one is free" to see if I can setup a system wh...
- Thu Mar 30, 2017 2:00 am
- Forum: Ideas and Requests For Mods
- Topic: Starting to build "Factorio MMORPG"
- Replies: 3
- Views: 3251
Re: Starting to build "Factorio MMORPG"
Because I'm working on a similar idea from another direction, I just want to chime in with a few things, as mine is COOP, not PvP. On a low player base (1-5 players) I would start them in the same area, 10+ I'd use a Mod that puts them many chunks apart (there is already a Mod that does that). Becau...
- Thu Mar 30, 2017 1:30 am
- Forum: Multiplayer
- Topic: Some multiplayer server based questions.
- Replies: 2
- Views: 1061
Re: Some multiplayer server based questions.
I now have one mate with more time that is connecting remotely as well, so I have two PC's on my network and one remote player so I just add Mods in batches I know don't change anything essential (like the map itself or ore deposits etc) and everything is fine so far. Each "batch" gets tes...
- Tue Mar 28, 2017 1:04 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 51804
Re: [MOD 0.14.x] BeltSorter 0.3.5
Something I have noticed that currently happens on the advanced Sorter, is that if you select an item, it pre-ticks both left and right boxes instantly, so if you are already feeding the belt, it starts outputting items, and if the intent was to only send it on one side, you then need to pick it all...
- Tue Mar 28, 2017 4:58 am
- Forum: Multiplayer
- Topic: Some multiplayer server based questions.
- Replies: 2
- Views: 1061
Some multiplayer server based questions.
Weird questions, so bear with me. A) For doing testing: Can I simply launch Factorio on one machine on my LAN, then : 1) Connect another machine to that game, and just let it idle in-game? 2) Do I have to actually do things in-game on the second machine? 3) Do I actually have to run one machine as a...