Search found 416 matches
- Sun Aug 08, 2021 9:20 am
- Forum: Ideas and Suggestions
- Topic: In-game changelog viewer order / Changelog should default to installed version + 1
- Replies: 15
- Views: 3482
Re: In-game changelog viewer order
It just displays a text file. If you want it to display newest-first, make a request to the mod author to list new changes at the top of the change log rather than at the bottom.
- Wed Aug 04, 2021 2:28 pm
- Forum: Assigned
- Topic: [posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all)
- Replies: 0
- Views: 1076
[posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all)
See: https://forums.factorio.com/viewtopic.php?f=11&t=91675 Ran into an issue with my mods where a migration is reliant on a function defined globally in control.lua, and attempting to "Play tutorial" for the "Rail signals basic" throws the following error: https://user-image...
- Thu Jul 29, 2021 6:16 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request: Railroad crossing block
- Replies: 10
- Views: 3051
Re: Mod Request: Railroad crossing block
Alternatively, make it once, save it to your blueprint library, and don't worry about it.Saphira123456 wrote: βThu Jul 29, 2021 2:05 amHey, if that's the only way to do it then go ahead and do it. Publish it and I'll download it!
- Wed Jul 28, 2021 3:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Request: Railroad crossing block
- Replies: 10
- Views: 3051
Re: Mod Request: Railroad crossing block
That would be what the blueprint is for. Make it once and paste it from then on. A mod would basically be the blueprint but with hidden entities, I don't think there's a way to do it otherwise.Saphira123456 wrote: βWed Jul 28, 2021 1:27 pmPerhaps but I really don't feel like doing that... Complex setups are not for me.
- Wed Jul 28, 2021 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
- Replies: 6
- Views: 6267
Re: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
I feel like removal of prototype history dramatically speeds up load time in a way that cache-prototype-data does not. Though I haven't done rigorous tests to determine the impact of either, and since it's crashing I can't. Personally, when doing my own mod development where I am iterating on and te...
- Sat Jul 24, 2021 8:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
- Replies: 6
- Views: 6267
[Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
So this has never happened before. Thought it was a mod combination but it persists with all mods disabled, so, uh, I honestly don't know what's happened. :D I...: - Turned on cache-prototype-data and disable-prototype-history in The Rest, as I've done many times before - Restarted the game - I am n...
- Tue Jun 29, 2021 4:16 pm
- Forum: Modding discussion
- Topic: Why no new alien graphics / overhaul / addition mods?
- Replies: 7
- Views: 2715
Re: Why no new alien graphics / overhaul / addition mods?
Organic with the soft curves and squishy flesh and smooth animation is always more difficult and involved than industrial with the hard angles and rigid, fixed motion.
- Tue Jun 29, 2021 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
- Replies: 5
- Views: 2962
Re: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
I'll also add that I use repeat_count to loop an animation for very-high animation playback speeds e.g. for Bob's pumpjacks with high numbers of speed modules so that the animation doesn't immediately reduce to a single frame. It had decent results.
- Tue Jun 29, 2021 4:10 pm
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
Yea, but is there a mechanism that prevents setting that flag on an entity (etc.) animations? After scrolling through the whole prototype overview I haven't seen a single instance where a Prototype/Animation is used as an icon. Only Prototype/Sprite and IconSpecification seem to be used as icons, a...
- Tue Jun 29, 2021 4:06 am
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
eradicator wrote: βSun Jun 27, 2021 11:14 pmMipmaps are supported on lots of stuff, including Animation which you just linked. But mipmaps are a memory-for-speed trade. They consume *more* memory, not less.
Code: Select all
mipmap_count
Type: uint8
Default: 0
Only loaded if this is an icon (has flag "group=icon" or "group=gui").
- Sun Jun 27, 2021 5:29 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207930
Re: Bugs & FAQ
Sea Block? You're probably better off not updating the Angel's mods for the time being, if so.Ichigoshollow wrote: βSun Jun 27, 2021 2:49 amI'm getting this bug due to updates today for Angels mods.
Screenshot 2021-06-26 224657.png
- Sun Jun 27, 2021 12:38 am
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
Ah. So they're already low-res graphics, and it's the hi-res graphics that don't exist? Right, oh, wait, Factorio actually has THREE levels of graphics, with IIRC "low-res" being 1 pixel for 4 of normal too..? ... or was "low-res" actually deprecated with 0.17 ? Also I remember ...
- Mon Jun 21, 2021 12:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Vaclav] [1.1.35] Artifacts on Belt Icons
- Replies: 8
- Views: 5868
Re: [Visuals] Upgrade Belt Icons
These are the icons as they exist in the icons folder:
The transport belt is the same resolution as the gear wheel, but perhaps a slightly different style.- Thu Jun 17, 2021 10:20 pm
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
Also perhaps not exactly what was asked for, I just remembered the No Animations mod which claims to reduce VRAM usage significantly. I talked with kingarthur and he's going to implement frame_sequence as a means to maintain animations but with reduced frame count. Apparently py animations have an ...
- Mon Jun 14, 2021 4:14 pm
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
the sprites are already done in their sizes, to increase them i would need to re-render which i wont. Downsize them to make the actual as hi-res would mess with some pipe connections. Hi-res assets require you to use scale = 0.5. Normal res assets use scale = 1. There is no apparent difference in p...
- Mon Jun 14, 2021 5:44 am
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
the sprites are already done in their sizes, to increase them i would need to re-render which i wont. Downsize them to make the actual as hi-res would mess with some pipe connections. Hi-res assets require you to use scale = 0.5. Normal res assets use scale = 1. There is no apparent difference in p...
- Sun Jun 13, 2021 4:20 am
- Forum: Resolved Problems and Bugs
- Topic: [GFX] [1.1.34] Graphics issue with Flamethrower/Rocketry technologies
- Replies: 1
- Views: 2929
[GFX] [1.1.34] Graphics issue with Flamethrower/Rocketry technologies
The flamethrower technology has a semi-transparent background over the entire area:
The rocketry technology has a weird bit with the shadow cast by the lower rocket, the shadow cuts off abruptly, but not at the boundary of the image:
The rocketry technology has a weird bit with the shadow cast by the lower rocket, the shadow cuts off abruptly, but not at the boundary of the image:
- Sat Jun 12, 2021 7:27 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34558
Re: [1.1] bugs and balance issues.
This is an Angel's mods change.IraFunesta wrote: βThu Jun 10, 2021 12:30 pmIs that normal that with the latest patch Transistors require Silver Wires?! It's Extremely different in terms of requirements and my megabase with tin just screwed up for the recipe change
- Wed Jun 09, 2021 11:28 pm
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
Actually the opposite. Re-rendering them at a lower resolution would look significantly worse than downsampling. That's what Supersampling and high-end graphic cards are all about. I mean, literally in the image in question that I posted, the one on the top left is a rendering that was output at th...
- Tue Jun 08, 2021 6:59 pm
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11644
Re: low quality graphics ..
no...cant just downside the graphics and keep the same size in game without the graphics looks trash. I feel like you're not understanding the difference in intent for Normal vs High-res. High-res has 4x the number of pixels as normal res (in conventional implementation), and so there's a 4x increa...