Search found 148 matches

by thelordodin
Sun Jan 27, 2019 2:12 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75090

Re: Friday Facts #279 - Train GUI & Modern Spitter

GUI Progress bar of train condition should change color when fullfilled or else you won't see if its 8000 plates or 7999 plates both will render "Almost all is full". I mean color green if condition is fullfilled and color blue if it's in progress. This would also make it more consistent f...
by thelordodin
Wed Jan 16, 2019 9:45 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120101

Re: [MOD 0.12.12+] Research queue 1.2.6

Well, this is because the images for thouse science packs are not loaded.
They are not loaded likely because dependency RQ -> other mods are missing.
RQ must run the last to process all the images.
by thelordodin
Mon Jan 14, 2019 10:30 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120101

Re: [MOD 0.12.12+] Research queue 1.2.6

Are there any known interactivity issues between this mod and some of the science-overhaul mods that introduce a greater number of science-bottle colors and variants? RQ uses data-final-fixes.lua This means that any mod that changes graphics or technologies or their requirements in data-final-fixes...
by thelordodin
Sun Jan 13, 2019 10:12 am
Forum: Resolved Problems and Bugs
Topic: Smelter's input inserter stuck
Replies: 5
Views: 3875

Re: Smelter's input inserter stuck

Rseding91 wrote:
Sun Jan 13, 2019 4:30 am
Thanks for the save. I was able to pinpoint what was broken and it's now fixed for 0.17.
Awesome! Now I'll be able to use and publish my mod :)
by thelordodin
Wed Jan 09, 2019 4:02 pm
Forum: Resolved Requests
Topic: Proper documentation for "data.lua"
Replies: 8
Views: 2147

Re: Proper documentation for "data.lua"

but https://wiki.factorio.com/Types - is missing What would be on that page? The different types have literally nothing in common. Well I just wanted all sprite related types on some page to figure out what types of sprites are there and maybe finding out which entities do I need to use to implemen...
by thelordodin
Wed Jan 09, 2019 3:55 pm
Forum: Resolved Requests
Topic: Proper documentation for "data.lua"
Replies: 8
Views: 2147

Re: Proper documentation for "data.lua"

I think you are missing a fundamental thing: How graphics are rendered all depends on the entity you are using. You cannot pick one "graphics type". Instead you pick an entity and then deal with the way it loads its graphics. I do understand this. But this is implementation approach: you ...
by thelordodin
Wed Jan 09, 2019 3:52 pm
Forum: Wiki Talk
Topic: Wiki request - "Guidlines to entity composition"
Replies: 1
Views: 2006

Wiki request - "Guidlines to entity composition"

Of cource that would be nice if we had highly modular architecture, which was discussed and requested But it's too late to think about it since it's complete rewrite of the whole engine: https://forums.factorio.com/viewtopic.php?f=221&t=24064#p151491 ... and I agree with that. Of course separati...
by thelordodin
Wed Jan 09, 2019 8:37 am
Forum: Resolved Requests
Topic: Proper documentation for "data.lua"
Replies: 8
Views: 2147

Re: Proper documentation for "data.lua"

Thanks VERY much! It's great! Pity there is no link to it from Factorio API. Can you add it please? There are some issues found by the first glance: https://wiki.factorio.com/Prototype/Sprite - is empty https://wiki.factorio.com/Types/SpriteNWaySheet - is empty Many interesting fields has no descrip...
by thelordodin
Wed Jan 09, 2019 7:58 am
Forum: Resolved Requests
Topic: Proper documentation for "data.lua"
Replies: 8
Views: 2147

Proper documentation for "data.lua"

We have good docs for API here: https://lua-api.factorio.com/0.16.51/ But we don't have any docs for what we feed into "data.extend" from "data.lua" or "data-updates" etc. As a workaroud there is some info: - Scattered in quite many old forum topics mixed with some many...
by thelordodin
Wed Jan 09, 2019 7:37 am
Forum: General discussion
Topic: Question regarding trains
Replies: 8
Views: 4036

Re: Question regarding trains

Krazykrl wrote:
Wed Jan 09, 2019 2:28 am
Looking at the history of the devs, I wouldn't throw the word "impossible" around.
I'd be happy if you are right.
by thelordodin
Tue Jan 08, 2019 5:09 pm
Forum: General discussion
Topic: Question regarding trains
Replies: 8
Views: 4036

Re: Question regarding trains

Its hard/impossible to do it even for devs of factorio engine. Because it would need to split and recombine trains going into the tunnel. This would also require teleporting the train partially (by wagons) while keeping it's velocity and keeping it whole (you can stop it in the middle, while locomot...
by thelordodin
Mon Jan 07, 2019 9:19 am
Forum: Resolved Problems and Bugs
Topic: Smelter's input inserter stuck
Replies: 5
Views: 3875

Re: Smelter's input inserter stuck

Rseding91 wrote:
Mon Jan 07, 2019 4:32 am
Do you have a save file and way to reproduce this behavior?
Here you go.
Its version 0.16.51.
Mod is requered to reproduce the behavior - it's also inside zip.

To restart the production line just rotate input inserter, or rotate undeground belt, or rebuild the smelter...
by thelordodin
Fri Jan 04, 2019 8:28 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Name my mod (about combinators)
Replies: 11
Views: 3385

Re: [Request] Name my mod (about combinators)

Thanks! All of you! I would never imagine this good names. All I came with is "Invisible Combinators" Combinissimo - wins, I'll use it as the mods name Combonator - wins as primary item & entity name https://github.com/yuyaryshev/Combinissimo Mod is under development, it won't run yet...
by thelordodin
Thu Jan 03, 2019 8:44 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Name my mod (about combinators)
Replies: 11
Views: 3385

[Request] Name my mod (about combinators)

I can't come up with a good name for two mods I'm developing: The first one: A complex combinator, inside which you can have many combinators. This complex combinator have input and output legs. You can open in and edit layout inside it, than you save it and get a small entity (1x1) which ressembles...
by thelordodin
Sun Dec 30, 2018 8:27 pm
Forum: Modding help
Topic: Increasing Storage Tank Size.
Replies: 3
Views: 1115

Re: Increasing Storage Tank Size.

There are several big tank storage mods with graphics: example https://mods.factorio.com/mod/StorageTank2 If you find out than you cant fill this new big tank you made, or, that you can't take all the liquid from it - try my mod https://mods.factorio.com/mod/ReallyPressureTanks This solves the probl...
by thelordodin
Sun Dec 30, 2018 8:17 pm
Forum: Ideas and Requests For Mods
Topic: Mech mod
Replies: 2
Views: 2135

Re: Mech mod

nickshark wrote:
Mon Aug 13, 2018 1:08 am
I think itwould be a lot of fun to stomp around fighting the aliens in a big mech
Indeed.
+1
This needs good graphics...
by thelordodin
Sun Dec 30, 2018 5:54 pm
Forum: Ideas and Requests For Mods
Topic: Revolving Belt
Replies: 1
Views: 835

Re: Revolving Belt

It's impossible. At least I don't see a way to implement this request with existing API in perfomance friendly way.
by thelordodin
Sun Dec 30, 2018 5:20 pm
Forum: Ideas and Requests For Mods
Topic: Respawn in waves
Replies: 0
Views: 506

Respawn in waves

When attacking a nest, make all enemies respawn in waves of 10-15, instead of continiously appearing one by one.
Have you any ideas how to implement this? I've never modded enemies, so I don't even have a clue how do i do this and is this possible.
by thelordodin
Thu Dec 27, 2018 2:53 pm
Forum: Logistic Train Network
Topic: Remove limit from timeout settings
Replies: 1
Views: 1248

Remove limit from timeout settings

Can you please remove upper limit from these settings (60 mins now)? ltn-dispatcher-stop-timeout ltn-dispatcher-delivery-timeout Reason: I don't want to automatically cancel delivery ever. Because it often means there is a mistake in my setup. Running more and more trains to a problem station causes...
by thelordodin
Sat Oct 27, 2018 9:01 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208590

Re: Friday Facts #266 - Cleanup of mechanics

That way things can both look and play well without having to bury the experience in overlays. Maybe I'm talking crazy, but an overlay should help enhance the experience rather than being the core essentials. +1 I remember when I first started playing factorio I really tried many times to turn this...

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