Search found 181 matches
- Tue Mar 29, 2022 12:18 pm
- Forum: Technical Help
- Topic: AMD Adrenalin Image Sharpening is rubbish
- Replies: 0
- Views: 676
AMD Adrenalin Image Sharpening is rubbish
I fired up Factorio after an extended break and thought the graphics looked grainy/pixelated compared to what I remembered. I eventually discovered that the AMD Adrenalin software for my Radeon 5700 XT defaults to enabling "Image Sharpening" and this was the cause of the issue. On the left...
- Thu Feb 18, 2021 3:27 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 35057
Re: [1.1] bugs and balance issues.
bobores_1.1.0/prototypes/sulfur.lua appears to be missing:
This gives the wrong size icon in LuaGuiElement
β choose-elem-button (with type = "entity")...
Code: Select all
icon_size = 64,
icon_mipmaps = 4,
β choose-elem-button (with type = "entity")...
- Sat Feb 06, 2021 8:38 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 37811
Re: [1.1] Bob's Mods: General Discussion
I agree perhaps that for new factories the option is not required.
However, to me it seems unkind to introduce factory breaking changes without making them optional.
- Fri Feb 05, 2021 5:52 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 37811
Re: [1.1] Bob's Mods: General Discussion
Version: 1.1.2 Date: 06. 12. 2020 Changes: - Extra Chemistry will replace Water with Hydrogen Peroxide in Sulfuric acid and Nitric acid recipes. My existing base is is using water for Sulfuric Acid etc. but if I turn off "Extra Chemistry" it removes loads of other stuff (Limestone etc.). ...
- Fri Feb 05, 2021 11:45 am
- Forum: General discussion
- Topic: FFF email forum link is a bit smelly
- Replies: 3
- Views: 1608
FFF email forum link is a bit smelly
When a new FFF is released, I get an email from <newsletter@factorio.com> that has a link to the FFF that looks like this... You can read it on our website: https://factorio.com/blog/post/fff-365 However the link is actually to https://newsletter.factorio.com/links/QJ-NLJ_Ai/Km9uSnxm9/vqFyYyWJ1yP/JJ...
- Fri Nov 06, 2020 12:49 am
- Forum: Modding help
- Topic: serpent.block(data.raw) incorrect values
- Replies: 5
- Views: 1655
Re: serpent.block(data.raw) incorrect values
The link correctly says "by default". Nothing stops you from turning comments on again. It's not always desync safe, but that doesn't matter if you just want to look at data.raw. Thanks - thought I tested that - but obviously not! Certainly helps in identifying which values are affected. ...
- Fri Nov 06, 2020 12:41 am
- Forum: Modding help
- Topic: serpent.block(data.raw) incorrect values
- Replies: 5
- Views: 1655
Re: serpent.block(data.raw) incorrect values
I could just restore old behavior with nil's if highly requested because script context is no longer saved using serpent ( 0.18.28 ). Thanks, but don't think nil vs 0 would make much difference - it was really just obfuscating the underlying working of serpent. I've hacked serpent.lua and it seems ...
- Thu Nov 05, 2020 7:47 pm
- Forum: Modding help
- Topic: serpent.block(data.raw) incorrect values
- Replies: 5
- Views: 1655
serpent.block(data.raw) incorrect values
I finally figured out why so many fields in my log(serpent.block(data.raw)) were 0 where I expected tables... serpent.block() outputs nil for shared/self-referenced tables, Factorio's version of serpent changes nil to 0 (patch 0.18.15 ) Factorio's version of serpent doesn't allow comments turns comm...
- Tue Oct 27, 2020 10:30 am
- Forum: Modding help
- Topic: Show underground indicators from script
- Replies: 2
- Views: 849
Re: Show underground indicators from script
No worries will roll my own. Thanks.
- Tue Oct 27, 2020 10:03 am
- Forum: Modding help
- Topic: Show underground indicators from script
- Replies: 2
- Views: 849
Show underground indicators from script
Is it possible to programatically trigger the yellow built-in underground indicators (like when you hover on an underground belt end)?
- Thu Oct 08, 2020 5:09 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 25587
Re: [1.0] bugs and balance issues.
Thanks Bob for your mods to date... I do hope you return to "active status" at some stage.
- Thu Oct 08, 2020 11:22 am
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 25587
Re: [1.0] bugs and balance issues.
Some errors appear in log for "Bob's Logistics" (with only "Bob's Functions Library mod" installed)... 1.268 Script @__boblibrary__/technology-functions.lua:540: stack traceback: __boblibrary__/technology-functions.lua:540: in function 'add_prerequisite' __boblogistics__/prototyp...
- Mon Oct 05, 2020 7:20 pm
- Forum: Modding help
- Topic: Equipment image layer shift issue
- Replies: 0
- Views: 678
Equipment image layer shift issue
How can I shift my equipment mask? Fusion-no-crop.png The mask image is 128 x 128 like the base image... sprite = { layers = { {filename = "__base__/graphics/equipment/fusion-reactor-equipment.png", height = 128, priority = "medium", width = 128}, { filename = "__TestMod__/g...
- Mon Sep 07, 2020 7:20 am
- Forum: Fan Art
- Topic: Have cake. Want (hires icon) icing.
- Replies: 5
- Views: 4049
Re: Have cake. Want (hires icon) icing.
Cool - didn't think to look for a fan-art forum
- Sun Sep 06, 2020 2:38 pm
- Forum: Mod portal Discussion
- Topic: /api/mods endpoint incorrectly returns "short" Result_Entry
- Replies: 0
- Views: 805
/api/mods endpoint incorrectly returns "short" Result_Entry
The /api/mods endpoint documentation indicates it returns a Mod_List_Response , which contains an array of Result_Entry . When calling the endpoint with 'page' and 'page_size' GET parameters, this correctly returns the fields listed in the Result_Entry "api/mods endpoint" column. However w...
- Sat Sep 05, 2020 8:06 pm
- Forum: Mod and installation managers
- Topic: Mod zips with multiple folders in root
- Replies: 0
- Views: 1305
Mod zips with multiple folders in root
In the case where there are multiple valid folders in the root of a mod zip, how does Factorio choose which folder to use?
EG:
EG:
Code: Select all
TestMod_1.0.0.zip
β
ββββFolderA
β β info.json
β β ...
β
ββββTestMod
β β info.json
β β ...
β
ββββTestMod_1.0.0
β info.json
β ....
- Sat Sep 05, 2020 7:42 pm
- Forum: Fan Art
- Topic: Have cake. Want (hires icon) icing.
- Replies: 5
- Views: 4049
Re: Have cake. Want (hires icon) icing.
Thanks - I like it!
Length-wise it's actually good for me - enough time for my keyboard mapping to load
Length-wise it's actually good for me - enough time for my keyboard mapping to load
- Fri Sep 04, 2020 8:24 pm
- Forum: Fan Art
- Topic: Have cake. Want (hires icon) icing.
- Replies: 5
- Views: 4049
Have cake. Want (hires icon) icing.
Bought myself a new rig (homemade cake) to celebrate Factorio 1.0 (delicious Wube cake). Sadly my previous 128px Factorio desktop icon is not cutting it at 3440p... lazy-bastard-F.png Unfortunately my drawing skills are on par with a monkey . Anyone care to share their custom hi-res launcher icons? ...
- Thu Jul 23, 2020 4:15 pm
- Forum: Modding help
- Topic: How to style disabled buttons brighter?
- Replies: 2
- Views: 890
Re: How to style disabled buttons brighter?
There are a whole lot of goodies in there ! Thank you.
- Thu Jul 23, 2020 4:01 pm
- Forum: Modding help
- Topic: How to style disabled buttons brighter?
- Replies: 2
- Views: 890
How to style disabled buttons brighter?
Images on crafting slots for items missing ingredients appear to be ~50% opacity... DisabledButton.png How can I make the button on the right look like the one on the left? I've been experimenting with disabled_graphical_set , but can't figure out how make a disabled button look as bright as a norma...