Search found 400 matches
- Mon Sep 03, 2018 6:03 am
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 38066
Re: Friday Facts #237 - Rich & interactive text
can it be used in the mod settings?
- Sun Sep 02, 2018 8:24 pm
- Forum: Modding help
- Topic: invisible floor with movement speed modifier?
- Replies: 11
- Views: 2282
Re: invisible floor with movement speed modifier?
SOLUTION: i just copied all the vanilla tiles and replace them upon building but i had to copy them manually because iterating through data.raw["tile"] caused suuuuper weird error messages local extend = {} for name, tile in pairs(data.raw["tile"]) do if tile.map_color and name ...
- Tue Aug 28, 2018 6:26 pm
- Forum: Implemented mod requests
- Topic: hide item signals
- Replies: 6
- Views: 1848
Re: hide item signals
as you can see the fluids will never show up anywhere, so they shouldn't litter up space in the signals. i can't use normal water either because at 10 gw i would have to refill the input-fluidbox 9 times per tick... it also shows items from disabled or not-yet-researched recipes the solar-thermal po...
- Mon Aug 27, 2018 10:30 pm
- Forum: Modding help
- Topic: detect if scenario is running / scenario data lifecycle?
- Replies: 2
- Views: 699
Re: detect if scenario is running / scenario data lifecycle?
i think i got it now.
it even seems to migrate (after updating the control.lua)
wanna take a look and tell me what you think?
i didn't entirely knew what i was doing
the data lifecycle is pretty messy now.
at least it works i guess..
it even seems to migrate (after updating the control.lua)
wanna take a look and tell me what you think?
i didn't entirely knew what i was doing
the data lifecycle is pretty messy now.
at least it works i guess..
- Mon Aug 27, 2018 9:42 pm
- Forum: Modding help
- Topic: detect if scenario is running / scenario data lifecycle?
- Replies: 2
- Views: 699
detect if scenario is running / scenario data lifecycle?
i'm the creator of the mod "wave defense unlimited" in the last version, i changed it so that the scenario is executed by the mod files instead of the scenario files. the reason for this was to make it easier to update the mod (before you had to update the control.lua in the savegame, whic...
- Fri Aug 24, 2018 1:31 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105412
Re: [MOD 0.16] Realistic Reactors
these are my fuel cell curves
breeders have modifiers that reduce efficiency a lot and power a bit.
breeders have modifiers that reduce efficiency a lot and power a bit.
- Fri Aug 24, 2018 1:25 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105412
Re: [MOD 0.16] Realistic Reactors
open alpha
looking for bugs (especially in multiplayer) and feedback (especially to the reactor stats calculation)
looking for bugs (especially in multiplayer) and feedback (especially to the reactor stats calculation)
- Thu Aug 23, 2018 10:49 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 119081
Re: [MOD 0.16] Squeak Through 1.2.2
wasnt sure if you will get my message in the mod discussion so im posting it here too: maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod thx This wins the internet! what? :geek: it was just a simpl...
- Thu Aug 23, 2018 9:15 pm
- Forum: Ideas and Requests For Mods
- Topic: More complex electricity?
- Replies: 2
- Views: 1144
Re: More complex electricity?
there was this mod in 0.13
https://mods.factorio.com/mod/flownetwork
https://mods.factorio.com/mod/flownetwork
- Wed Aug 22, 2018 5:29 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 119081
Re: [MOD 0.16] Squeak Through 1.2.2
wasnt sure if you will get my message in the mod discussion so im posting it here too:
maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
- Tue Aug 21, 2018 11:12 am
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105412
Re: [MOD 0.16] Realistic Reactors
when shadows are cast by the entity, other shadows darken those shadows additionally.
to fix this, you need to use draw_as_shadow in a seperate layer with the shadow image.. that way shadows won't stack in 99% of the cases.
to fix this, you need to use draw_as_shadow in a seperate layer with the shadow image.. that way shadows won't stack in 99% of the cases.
- Sun Aug 19, 2018 9:00 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105412
Re: [MOD 0.16] Realistic Reactors
when you focus on the red dots on the top it seems a bit more blurry. the old one has also more contrast on the shadows and i think the transition to the substructure looks cooler. but you fixed clipping on the levers so i added that to the old version. (i also removed the shadows on the entity grap...
- Sat Aug 18, 2018 2:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105412
Re: [MOD 0.16] Realistic Reactors
hmm the first hr version was better i think... (and also sharper)
- Sat Aug 18, 2018 8:56 am
- Forum: Modding interface requests
- Topic: "Evaluation" functions for surface.find_entities_filtered
- Replies: 13
- Views: 3199
Re: "Evaluation" functions for surface.find_entities_filtered
find_entities_filtered should return nil if the table is empty
- Fri Aug 17, 2018 6:19 pm
- Forum: Not a bug
- Topic: ghosts created upon destruction dont retain wire connections
- Replies: 5
- Views: 1166
Re: ghosts created upon destruction dont retain wire connections
thanks for figuring out the cause
- Thu Aug 16, 2018 1:56 am
- Forum: Not a bug
- Topic: ghosts created upon destruction dont retain wire connections
- Replies: 5
- Views: 1166
ghosts created upon destruction dont retain wire connections
when an entity gets destroyed and a ghost is created, the ghost doesn't save what he was connected to by circuit wires.
if it was a combinator he already saves his configuration but it would be very nice if you could also fix the wire problem
thx
if it was a combinator he already saves his configuration but it would be very nice if you could also fix the wire problem
thx
- Wed Aug 15, 2018 6:46 pm
- Forum: Pending
- Topic: [0.16.30] Gui Label maximal_height clipping
- Replies: 6
- Views: 1932
Re: [0.16.30] Gui Label maximal_height clipping
try this: /c frame = game.players[1].gui.left.add{type = "frame", name = "frame", caption = "", direction = "vertical"} tbl = frame.add{type = "table", column_count=1, name = "tbl", direction = "vertical"} tbl.style.vertical_spaci...
- Wed Aug 15, 2018 6:12 pm
- Forum: Pending
- Topic: [0.16.30] Gui Label maximal_height clipping
- Replies: 6
- Views: 1932
Re: [0.16.30] Gui Label maximal_height clipping
big part of the problem is that the font scales with window size, regardless of the "scaleable" property. look at my graph. the spacers above the texts are 0 px height (triple checked!), yet there are huge gaps above them (texts have huge top-padding inside the label.) i've tried everythin...
- Wed Aug 15, 2018 4:03 am
- Forum: Pending
- Topic: [0.16.30] Gui Label maximal_height clipping
- Replies: 6
- Views: 1932
Re: [0.16.30] Gui Label maximal_height clipping
yeah i have the same issue.
it looks like the label leaves a ton of space on the top.
when i set mine to 6-8 px height i don't even see any text..
it looks like the label leaves a ton of space on the top.
when i set mine to 6-8 px height i don't even see any text..
- Tue Aug 14, 2018 5:01 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105412
Re: [MOD 0.16] Realistic Reactors
the substructure of the normal resolution tower looks better somehow.
i made images for the reactor and breeder reactor by layering the vanilla reactor onto it.
maybe it's not perfect but i would love to know what you guys think
i made images for the reactor and breeder reactor by layering the vanilla reactor onto it.
maybe it's not perfect but i would love to know what you guys think