Search found 2902 matches

by darkfrei
Wed Feb 08, 2017 7:05 pm
Forum: Texture Packs
Topic: [REQUEST] Need an Icon for a software related to Factorio.
Replies: 10
Views: 5626

Re: [REQUEST] Need an Icon for a software related to Factorio.

RalleYTN wrote: It should be a PNG with the sizes: 16x16, 24x24, 32x32, 48x48, 64x64, 128x128, 256x256 and 512x512

Thanks in advance!
How should it look like? Just four letters?
Factorio Mod Creator Studio - FMCS
by darkfrei
Tue Feb 07, 2017 3:40 pm
Forum: Implemented mod requests
Topic: Items color mask
Replies: 4
Views: 1569

Re: Items color mask

posila wrote:Yeah, as Klonan said. That is already possible in 0.14
...
In 0.15 it will be also possible to use "scale" and "shift"
And add some text? Like in by some technologies? Just a digit from 1 to 99.
by darkfrei
Tue Feb 07, 2017 11:50 am
Forum: Implemented mod requests
Topic: Items color mask
Replies: 4
Views: 1569

Items color mask

Now is very easy to change the color and style of entities. You can set new entities by data-script, change color, change some sprites in graphics or don't load someone. But not items graphics! If you make the same, but another color, you must copy and recolor it. There is impossible to add one digi...
by darkfrei
Mon Feb 06, 2017 8:24 pm
Forum: Texture Packs
Topic: [REQUEST] I need a truck.
Replies: 4
Views: 3864

Re: [REQUEST] I need a truck.

RalleYTN wrote:A PNG with the entire sprite and transparent background would be cool.
In archive. Now I'm rendering 64 pixels sprite sheet, but only 32 directions, then it will be not too big.
by darkfrei
Mon Feb 06, 2017 8:01 pm
Forum: Texture Packs
Topic: [REQUEST] I need a truck.
Replies: 4
Views: 3864

Re: [REQUEST] I need a truck.

First truck with 32 px bright. Shift x = 0.5, y=0.25 or negative, try both. Frame: 160x112 px. One square on the third picture is around 16x16 px or the half of tile. file_0040.png Truck_01.7z Second Truck: High Resolution or 64 pixels bright. Shift x = 1, y=0.5 or negative, I'll really don't know. ...
by darkfrei
Mon Feb 06, 2017 6:37 pm
Forum: Modding help
Topic: How does the "dependencies" property in the info.json work?
Replies: 2
Views: 1211

Re: How does the "dependencies" property in the info.json work?

I looked at the info.json from Angels Infinite Ores. "dependencies": [ "base >= 0.14.0", "? rso-mod >= 2.3.3", ] what I can guess is that the text on each array element is the "name" property of the required mods and that they need the specific version or a h...
by darkfrei
Mon Feb 06, 2017 7:45 am
Forum: General discussion
Topic: Research on feasibility of using depleted oil spawns to make fuel
Replies: 8
Views: 3730

Re: Research on feasibility of using depleted oil spawns to make fuel

Pumpjacks : Oil Refineries : Chemical Plants
100000 : 5000 : ~20200 -> 1000 : 50 : 202 -> 500 : 25 : 101 -> 20 : 1 : ~4.
No, you can't. You are need at least 7 + 13 + 1 chemical plants, then you are need 5 oil refineries. Less then 1 chemical plant for cracking heavy oil is not effective.
by darkfrei
Mon Feb 06, 2017 6:47 am
Forum: Ideas and Requests For Mods
Topic: [Request] Quarry Drill
Replies: 17
Views: 10052

Re: [Request] Quarry Drill

I borrowed code from the spawn_belt mod, if you stick a small chest next to the drill quarry with one ore item, it will only mine that item. If you place an empty chest without any ore in it, or don't place a chest next to the drill quarry, it will mine what is in the config. This only changes the ...
by darkfrei
Mon Feb 06, 2017 6:21 am
Forum: Modding help
Topic: Figuring width and height of textures
Replies: 5
Views: 3475

Re: Figuring width and height of textures

Then the game already does that for you when it loads the mod. With a zipped mod it probably only takes a dozen bytes extra per texture so it's probably not worth doing yourself. Also, I can render 512x512 pixels sprites with 128x128 pixels entities, for example, 64 frames pro sprite sheet without ...
by darkfrei
Sun Feb 05, 2017 9:18 pm
Forum: Modding discussion
Topic: find_non_colliding_position
Replies: 4
Views: 1878

Re: find_non_colliding_position

Rseding91 wrote:Because it doesn't take a table but takes the arguments directly? What's not to understand about that?
Exactly! Why some function needs one table and another needs arguments? What is the different?
by darkfrei
Sun Feb 05, 2017 3:59 pm
Forum: Modding help
Topic: Figuring width and height of textures
Replies: 5
Views: 3475

Re: Figuring width and height of textures

And some method for cropping empty space by sprites for sprite sheet?
by darkfrei
Sun Feb 05, 2017 2:35 pm
Forum: Modding discussion
Topic: find_non_colliding_position
Replies: 4
Views: 1878

find_non_colliding_position

Hi all! Here is some information: http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.find_non_colliding_position find_non_colliding_position(name, center, radius, precision) → Position Why it's impossible to make something like that? local position = nil local name = "crude-oil"...
by darkfrei
Thu Feb 02, 2017 10:45 pm
Forum: Gameplay Help
Topic: Unexplore the world again
Replies: 5
Views: 1711

Re: Unexplore the world again

posila wrote:It does not. Deleting chunks is not possible in 0.14.
It was or it will be possible?
by darkfrei
Wed Feb 01, 2017 8:13 am
Forum: Modding help
Topic: Can someone explain fluid boxes to me?
Replies: 4
Views: 2320

Re: Can someone explain fluid boxes to me?

Why not 2,5 or 3,5?
by darkfrei
Tue Jan 31, 2017 10:00 pm
Forum: Technical Help
Topic: Low FPS with High-End PC?
Replies: 3
Views: 2503

Re: Low FPS with High-End PC?

But then I realized science and some recipes changed so probably factory just stopped working :) EDIT: Yeah, the Factory shuts down because of boilers have changed size, so power generation is broken. Is it possible to make a mod, that makes old stuff working again? It is good deconstruct what was ...
by darkfrei
Tue Jan 31, 2017 9:24 pm
Forum: Ideas and Requests For Mods
Topic: Mod to bring back victory poles
Replies: 3
Views: 1741

Re: Mod to bring back victory poles

Noobc0re wrote: I know of the existing mod. But military 3 is too late and the cost is too high for me.
Just destroy enough resources and use console command to get what you need.
https://wiki.factorio.com/Console
by darkfrei
Tue Jan 31, 2017 5:52 pm
Forum: Texture Packs
Topic: [request] Prospector mod prospectors and drills
Replies: 7
Views: 5255

Re: [request] Prospector mod prospectors and drills

I was thinking about hydraulic fracturing
https://en.m.wikipedia.org/wiki/Hydraulic_fracturing

OK, what size do you need?
by darkfrei
Mon Jan 30, 2017 9:36 pm
Forum: Texture Packs
Topic: [request] Prospector mod prospectors and drills
Replies: 7
Views: 5255

Re: [request] Prospector mod prospectors and drills

Something like this? 2x2 tiles, shift by y is around 1.5.
Sprite4x4.png
Sprite4x4.png (325.32 KiB) Viewed 5227 times
by darkfrei
Mon Jan 30, 2017 7:24 pm
Forum: Texture Packs
Topic: [request] Prospector mod prospectors and drills
Replies: 7
Views: 5255

Re: [request] Prospector mod prospectors and drills

Can you add some references?

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