Im no artist by any means but I fabri-cobbled this together
but it's not animated.
Search found 89 matches
- Tue Feb 07, 2017 2:28 am
- Forum: Texture Packs
- Topic: [Done] Graphics for a Factorissimo replacement
- Replies: 6
- Views: 5533
- Fri Feb 03, 2017 9:04 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 62587
Re: [0.12]Ideas, suggestions & discussion
That's true but you can get to farl way before blueprints and can start with it immediately if you use the quick start mod.Optera wrote: If you add gravel floor to the blueprints FARL should use it.
im not saying it's required would just be a nice touch
- Fri Feb 03, 2017 6:50 am
- Forum: Ideas and Suggestions
- Topic: Better Robot Notifications
- Replies: 17
- Views: 6721
Better Robot Notifications
Instead of this gigantic flashing monstrosity http://i.imgur.com/xcxZJYw.jpg It'd be nice to have a "construction zone" drawn either the same box as the deconstruction planner or the 2 furthest items in a blueprint to draw a box especially for large construction zones im sure it would be e...
- Thu Feb 02, 2017 11:01 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 62587
Re: [0.12]Ideas, suggestions & discussion
Hello I had the idea instead of manually laying gravel from the More Floors mod it'd be nice if the FARL would lay the gravel as it went provided it had the stone like it does for concrete as an optional dependency.
- Thu Feb 02, 2017 1:25 am
- Forum: Modding help
- Topic: Shrinking tile sprites
- Replies: 7
- Views: 1863
Re: Shrinking tile sprites
I ran into another weird sprite issueNexela wrote:Try deleting crop-cache.dat next time. This should be fixed with .15
i checked the crop-cache.dat
it was around 1300kb
I deleted it
loaded up factorio and my sprite issue was fixed and the file was around 700kb
- Wed Feb 01, 2017 4:28 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 128752
Re: [MOD 0.14] Alien Biomes
you
vs. tile she tells you not to worry about.
your volcanic tile looks severely cool.
vs. tile she tells you not to worry about.
your volcanic tile looks severely cool.
- Wed Feb 01, 2017 4:23 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37277
Re: [MOD 0.14] More Floors 1.0.6
yes, thanks a lot. "A picture is worth a thousand words" i was only referring to the algorithm and the probabilities when you place tiles like lava and circuits. doing all the manual adjustments is probably too much work for large areas, and thus the algorithm should have no bad looking e...
- Wed Feb 01, 2017 3:31 pm
- Forum: Modding help
- Topic: Shrinking tile sprites
- Replies: 7
- Views: 1863
Re: Shrinking tile sprites
that was some seriously weird bug. I could not fathom why it was randomly ruining that one sprite.daniel34 wrote:Yes, in %appdata%\Factorio.PeteTheLich wrote:where is the crop-cache.dat? is it in the roming factorio folder?
if it happens again ill add it to my exhaustive list of troubleshooting
- Wed Feb 01, 2017 3:21 pm
- Forum: Modding help
- Topic: Shrinking tile sprites
- Replies: 7
- Views: 1863
Re: Shrinking tile sprites
Nexela wrote:Try deleting crop-cache.dat next time. This should be fixed with .15
Edit: PS. please rename the subgroup for the colored concretes.
where is the crop-cache.dat? is it in the roming factorio folder?
- Wed Feb 01, 2017 1:41 am
- Forum: Modding help
- Topic: Shrinking tile sprites
- Replies: 7
- Views: 1863
Re: Shrinking tile sprites
Try adding a frame of alpha pixels, like 4 or 8 px on each side. what do you mean? increase the image size to be something like 36x36px with a border of transparent pixels? it is only this tile out of the ~50 ive made that has this problem. here's the dropbox link of all the files + the PSDs https:...
- Wed Feb 01, 2017 1:24 am
- Forum: Modding help
- Topic: Shrinking tile sprites
- Replies: 7
- Views: 1863
Shrinking tile sprites
I cannot for the life of me figure out why these tiles are shrinking http://i.imgur.com/9W4mYI3.png when they are very clearly 32x32 http://i.imgur.com/i4Hpb2l.png relevant code from tiles_decals.lua type = "tile", name = "decal1", needs_correction = false, minable = {hardness = ...
- Wed Feb 01, 2017 12:25 am
- Forum: Modding help
- Topic: Entity: Rotatable arrows
- Replies: 2
- Views: 1111
Re: Entity: Rotatable arrows
I am having this same problem with transparent tiles
I cannot for the life of me figure out why it would be causing these zooming scale wonkiness
I cannot for the life of me figure out why it would be causing these zooming scale wonkiness
- Tue Jan 31, 2017 4:50 pm
- Forum: Implemented Suggestions
- Topic: Removing items from blueprints entirely
- Replies: 7
- Views: 4326
Re: Removing items from blueprints entirely
Hm. This is near to a bug, cause it makes the handling unusable. But I never used that, so I can say very less above this. What do others think? Well this problem is specific to the way I coded the mod. I had to go back and create 2 separate but identical tiles one with ground tiles being blue prin...
- Tue Jan 31, 2017 4:14 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37277
Re: [MOD 0.14] More Floors 1.0.6
thanks for the detailed answer. I'll try to make this one shorter :-) ((edit: mostly failed :-) :-( )) hopefully I can make you run out of questions by answering them all :) im very tired so i'll just give you this screenshot http://i.imgur.com/r8Ylt8J.png should answer many of your questions. in 1...
- Mon Jan 30, 2017 3:11 pm
- Forum: Implemented Suggestions
- Topic: Removing items from blueprints entirely
- Replies: 7
- Views: 4326
Removing items from blueprints entirely
I didnt see anything about this via a search so someone pointed out that the More Floors mod i work on when you include tiles it picks up ALL the tiles http://i.imgur.com/BiUFc6g.png now i know you can right click to "paint" over the items you want to exclude but when youre talking potenti...
- Mon Jan 30, 2017 2:47 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37277
Re: [MOD 0.14] More Floors 1.0.6
in a subgroup the order defines to sorting for that row, Recipes and items also support order if an item has a sort order and the recipe doesn't the recipe will use the items sort order. (recipes are shown on the crafting window, items are shown on the select filter window) Yes! Tone had some sort ...
- Mon Jan 30, 2017 6:34 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37277
Re: [MOD 0.14] More Floors 1.0.6
Hello Anson I really appreciate the feedback ill try to answer as much as I can. # New in 1.0.3 : ... in contrast to the portal, the OP in this thread only tells about updates to 1.03, but neither 1.05 nor 1.06. You can always either look at the mod portal or open the zip to see the change log inclu...
- Sat Jan 28, 2017 11:45 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37277
Re: [MOD 0.14] More Floors 1.0.6
Bug when upgrading from 1.0.5: Error while applying migration: More_Floors: More_floors_1.0.6.lua Cannot execute command. Error: [string "for i, force in pairs(game.forces) do ..."]:15: attempt to index field 'road-lines' (a nil value) It appears I added an s to the migration script While...
- Wed Jan 25, 2017 9:36 pm
- Forum: Modding help
- Topic: strange AssignID error
- Replies: 2
- Views: 1173
Re: strange AssignID error
Yes I cant believe I didnt change that.Adil wrote:What about technologies? They're the only thing that references recipes.
Guess im just dumb i was confused looking at recopies/items/concrete prototypes
I appreciate you taking the time to respond to my post.
- Wed Jan 25, 2017 3:20 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37277
Re: [MOD 0.14] More Floors 1.0.5
The problem seems to be that both bring "Black Concrete" "Red Concrete" etc with them. And when yours is loaded last because of alphabetically sorting, the other recipes get overwritten?! That's the black (and white) concrete from the Color Coding mod (It also adds colored lamps...