Search found 416 matches

by kirazy
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.
by kirazy
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...
by kirazy
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

Saphira123456 wrote: ↑
Thu Jul 29, 2021 2:05 am
Hey, if that's the only way to do it then go ahead and do it. Publish it and I'll download it!
Alternatively, make it once, save it to your blueprint library, and don't worry about it.
by kirazy
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

Saphira123456 wrote: ↑
Wed Jul 28, 2021 1:27 pm
Perhaps but I really don't feel like doing that... Complex setups are not for me.
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.
by kirazy
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...
by kirazy
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...
by kirazy
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?

Mernom wrote: ↑
Mon Jun 28, 2021 8:11 pm
I'd guess that making animation for units is a lot more effort than making animations for buildings.
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.
by kirazy
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.
by kirazy
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...
by kirazy
Tue Jun 29, 2021 4:06 am
Forum: PyMods
Topic: low quality graphics ..
Replies: 39
Views: 11644

Re: low quality graphics ..

eradicator wrote: ↑
Sun Jun 27, 2021 11:14 pm
Mipmaps 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").
by kirazy
Sun Jun 27, 2021 5:29 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1207930

Re: Bugs & FAQ

Ichigoshollow wrote: ↑
Sun Jun 27, 2021 2:49 am
I'm getting this bug due to updates today for Angels mods.
Screenshot 2021-06-26 224657.png
Sea Block? You're probably better off not updating the Angel's mods for the time being, if so.
by kirazy
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 ...
by kirazy
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:
transport-belt.png
transport-belt.png (11.18 KiB) Viewed 5829 times
iron-gear-wheel.png
iron-gear-wheel.png (9.83 KiB) Viewed 5829 times
The transport belt is the same resolution as the gear wheel, but perhaps a slightly different style.
by kirazy
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 ...
by kirazy
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...
by kirazy
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...
by kirazy
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:
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:
Image
by kirazy
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.

IraFunesta wrote: ↑
Thu Jun 10, 2021 12:30 pm
Is 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
This is an Angel's mods change.
by kirazy
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...
by kirazy
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...

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