Search found 148 matches
- 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...
- 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.
They are not loaded likely because dependency RQ -> other mods are missing.
RQ must run the last to process all the images.
- 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...
- Sun Jan 13, 2019 10:12 am
- Forum: Resolved Problems and Bugs
- Topic: Smelter's input inserter stuck
- Replies: 5
- Views: 3875
- 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...
- 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 ...
- 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...
- 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...
- 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...
- Wed Jan 09, 2019 7:37 am
- Forum: General discussion
- Topic: Question regarding trains
- Replies: 8
- Views: 4036
- 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...
- 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
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...
- 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...
- 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...
- 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...
- Sun Dec 30, 2018 8:17 pm
- Forum: Ideas and Requests For Mods
- Topic: Mech mod
- Replies: 2
- Views: 2135
- 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.
- 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.
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.
- 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...
- 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...