Search found 416 matches

by kirazy
Thu Mar 04, 2021 6:09 am
Forum: Modding interface requests
Topic: Expose info.json/title as localized mod-name.
Replies: 1
Views: 632

Re: Expose info.json/title as localized mod-name.

I would like to second this request.
by kirazy
Sat Feb 27, 2021 8:21 am
Forum: Modding help
Topic: [Tutorial] PNG size optimization
Replies: 14
Views: 4766

Re: [Tutorial] PNG size optimization

If you get that much from lossless compression I suspect that whatever program made those files is a) broken or b) is set to a very low compression level or too high bit depth on purpose. Though the option can be well hidden in some programs and they're never as good as a proper optimizer anyway, s...
by kirazy
Fri Feb 26, 2021 10:46 pm
Forum: Modding help
Topic: [Tutorial] PNG size optimization
Replies: 14
Views: 4766

Re: [Tutorial] PNG size optimization

What if you have only last 500 MB free space on your computer? In that case it may be incumbent on the player to be mindful of what they download, and perhaps optimize files themselves, rather than ask for every single possible user of a mod to sacrifice image quality on the altar of your lack of s...
by kirazy
Fri Feb 26, 2021 9:59 pm
Forum: Modding help
Topic: [Tutorial] PNG size optimization
Replies: 14
Views: 4766

Re: [Tutorial] PNG size optimization

Also i heared rumors that the mod portal might have some kind of maximum file size limit? This is the primary reason I lossy compress, and I'm pretty sure the limit is ~200 MB. I blow through that if I don't compress and I'm not inclined to break out the graphics into separate resource packs. Edit:...
by kirazy
Sun Feb 21, 2021 5:16 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218217

Re: Bugs & FAQ

Was using 0.18.4 versions of Bob and Angel Shiny. They did work for me but I may had them manually enabled them for 1.1. They do not appear in the mod lists. So I should only blame myself. So continue without Shiny and using only the great Kirazy's work. You can keep using them with the modified ve...
by kirazy
Fri Feb 19, 2021 11:13 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218217

Re: Bugs & FAQ

Yxen wrote: ↑
Fri Feb 19, 2021 5:24 pm
Thanks for the check.

DIsabled Shiny Gfx and it is working again.
https://mods.factorio.com/mod/ShinyAnge ... hine-patch
by kirazy
Tue Feb 16, 2021 9:27 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 166135

Re: Friday Facts #365 - Future plans

I also don't think it would necessarily make the game smaller...
by kirazy
Mon Feb 15, 2021 8:00 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.21] localised_description field for settings doesn't support parameters in LocalisedString properly
Replies: 2
Views: 840

Re: [1.1.21] localised_description field for settings doesn't support parameters in LocalisedString properly

Alright. That fixes that issue. Now to figure out how to concatenate localised_descriptions when they may or may not exist. Shouldn't be too difficult, I imagine. Thanks.

Edit: There, all fixed. Issue seems obvious in hindsight, but thanks for directing me where to look!
by kirazy
Mon Feb 15, 2021 12:09 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.21] localised_description field for settings doesn't support parameters in LocalisedString properly
Replies: 2
Views: 840

[1.1.21] localised_description field for settings doesn't support parameters in LocalisedString properly

I have a setting constructed in the following manner: { type = "bool-setting", name = "reskins-angels-belts-use-angels-tier-colors", setting_type = "startup", order = "bb", default_value = false, localised_description = {"mod-setting-description.reskins-a...
by kirazy
Mon Feb 01, 2021 10:02 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 47
Views: 33550

Re: Dyson Sphere Program

Worse for me is that they don't stack vertically. Belts and splitters can stack vertically so you can have a vertical bus - but no crafting machine can ever use anything higher up on the bus because they can all only pull from near ground level. So a lot of interesting designs are immediately out o...
by kirazy
Sat Jan 16, 2021 12:04 am
Forum: Modding interface requests
Topic: Make window by the storage tank optional
Replies: 4
Views: 1227

Re: Make window by the storage tank optional

darkfrei wrote: ↑
Fri Jan 15, 2021 11:41 pm
PFQNiet wrote: ↑
Fri Jan 15, 2021 10:28 pm
Can't you just set those graphics to the empty sprite?
I don't know why I need empty sprites for it.
Mandatory properties but you don't want to use it.
by kirazy
Fri Jan 15, 2021 10:32 pm
Forum: Modding interface requests
Topic: Make window by the storage tank optional
Replies: 4
Views: 1227

Re: Make window by the storage tank optional

PFQNiet wrote: ↑
Fri Jan 15, 2021 10:28 pm
Can't you just set those graphics to the empty sprite?
Yep.
by kirazy
Fri Jan 08, 2021 7:36 pm
Forum: Ideas and Suggestions
Topic: Preset in the mod's ui for different playstyles
Replies: 14
Views: 3227

Re: Preset in the mod's ui for different playstyles

Try sync mods on load of a save with desired Mod constellation I'd consider this a workaround and not a true solution. Kind of agree, but here is the modpack suggestion marked as implemented https://forums.factorio.com/viewtopic.php?f=66&t=53696 esp. https://forums.factorio.com/viewtopic.php?p=...
by kirazy
Fri Jan 08, 2021 6:57 pm
Forum: Ideas and Suggestions
Topic: Preset in the mod's ui for different playstyles
Replies: 14
Views: 3227

Re: Preset in the mod's ui for different playstyles

jodokus31 wrote: ↑
Fri Jan 08, 2021 1:35 pm
Try sync mods on load of a save with desired Mod constellation
I'd consider this a workaround and not a true solution.
by kirazy
Thu Jan 07, 2021 11:47 pm
Forum: Ideas and Suggestions
Topic: Preset in the mod's ui for different playstyles
Replies: 14
Views: 3227

Re: Preset in the mod's ui for different playstyles

Seconded. This is a great suggestion.
by kirazy
Sat Dec 12, 2020 2:06 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011420

Re: [1.0] Sea Block Pack 0.4.10

3ara3ik wrote: ↑
Fri Dec 11, 2020 6:49 pm
version 1.0
Image
You need this: https://mods.factorio.com/mod/kiwihawksseablockpatch
by kirazy
Wed Dec 09, 2020 4:02 am
Forum: Ideas and Suggestions
Topic: Rich text: remove "entity" in hints and tips
Replies: 5
Views: 1561

Re: Rich text: remove "entity" in hints and tips

Footnote: did you know that you can hover these texts to get the tooltip of that entity/item? Interesting. I'm more concerned that this is yet another instance of engine-internal terms leaking into the locale. There's gotta be a better word for "entity" - "Construct" maybe? I do...
by kirazy
Tue Dec 08, 2020 9:25 am
Forum: Not a bug
Topic: [1.1.5] Item-with-entity-data uses `icons` instead of `pictures` when placed in world
Replies: 3
Views: 986

Re: [1.1.5] Item-with-entity-data uses `icons` instead of `pictures` when placed in world

For item-with-entity-data, it is so it can draw the sprite with the tinted overlay (spidertron) Looking at it on the wiki, this new behavior only really seems to matter if icon_tintable/s or icon_tintable_mask/s are defined. Is it possible for this behavior to be conditional on those being specifie...
by kirazy
Tue Dec 08, 2020 12:12 am
Forum: Not a bug
Topic: [1.1.5] Item-with-entity-data uses `icons` instead of `pictures` when placed in world
Replies: 3
Views: 986

[1.1.5] Item-with-entity-data uses `icons` instead of `pictures` when placed in world

Context: I have layered icons with tier pips, and to avoid displaying the tier pips in-world on belts and on the ground, I set the `pictures` field for items, but it is not working for ` items-with-entity-data ` which per the wiki inherits the `pictures` field from the `item` prototype: https://i.im...

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