Search found 214 matches
- Fri Jan 31, 2020 8:37 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 24915
Re: Friday Facts #332 - More sounds & Map color tweaks
I usually play with the sound so low, I can barely hear it, so unless it the sound is so annoying and distracting, that it annoys or distracts me from the game, I'm ok with what ever ends up as sound. Regarding the colors, what is most important for me, is that the colors convey useful information. ...
- Thu Jan 30, 2020 7:02 pm
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 28300
Re: Version 0.18.3
I think the real highlight of this patch is addressing issue 47857, thanks.
Oh yea, the sound changes are also nice.
Hiladdar
Oh yea, the sound changes are also nice.
Hiladdar
- Wed Jan 29, 2020 8:55 pm
- Forum: Modding help
- Topic: [SOLVED]unexpected symbol near '='
- Replies: 6
- Views: 2025
Re: [SOLVED]unexpected symbol near '='
Also consider adding something like after the icon_size: deagle.icon_mipmaps = 1, Reason is icons were changed between 0.17.79 and 0.18.0. They went from mostly 32x32 png file with one image, to a 120x64 png file with 4 images. If you use the new format. I believe the icon_mipmaps parameter refers t...
- Tue Jan 28, 2020 6:51 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 31375
Re: Version 0.18.2
Round 2 of the mod breaking stuff. But on the positive, we were warned, and I'm glad it is happening now in this release cycle, earlier rather then later.
Hiladdar
Hiladdar
- Sun Jan 26, 2020 8:20 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 70836
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Regarding trains since several are talking about them in this thrad. I use several techniques: 1. For items that have to be transported to multiple locations, I'll set up a depot, where those items are stored. The the various locations send a train the the correct depot, when they need more of an it...
- Fri Jan 24, 2020 9:04 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 70836
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
I'm glad Webe is doing triage on what to officially release for version 1.0. This is a great tool to mitigate scope creep in an application. In a way I am saddened to not have a Campaign game as part of the main release. But given my experience in learning this game, I do not believe this is a major...
- Fri Jan 24, 2020 12:28 am
- Forum: Modding help
- Topic: Supporting multiple Factorio (Major) versions
- Replies: 34
- Views: 8870
Re: Supporting multiple Factorio (Major) versions
It is possible to write a mod, that works under several major releases, such as 0.16, 0.17, and 0.18. The alternative is is to write a mod 3 times, once for each release. At issue, is when there are major changes between releases. Consider the changes to science between version 0.16 and 0.17, or som...
- Tue Jan 21, 2020 9:00 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 81838
Re: Version 0.18.0
This was fast. Congratulations.
Let the testing begin!
Hiladdar
P.S. (1/21/20) How the icon are not stored is quite a bit different from version 0.17. It will take a some time for the mod developers to go through and update the icons. I'm sure once I get more into depth, I'll fine other issues.
Let the testing begin!
Hiladdar
P.S. (1/21/20) How the icon are not stored is quite a bit different from version 0.17. It will take a some time for the mod developers to go through and update the icons. I'm sure once I get more into depth, I'll fine other issues.
- Tue Jan 21, 2020 6:30 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 81838
Re: Version 0.18.0
This was fast. Congratulations.
Let the testing begin!
Hiladdar
Let the testing begin!
Hiladdar
- Fri Jan 17, 2020 9:17 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 42585
Re: Friday Facts #330 - Main menu and File Share Shenanigans
On the CONTINUE selection, my recommendation is to have some sort description of what you are continuing, such as single player with file name or multi-player with server name. Although many do play through Steam, I would like to see way for someone to join a multi-player game without having to go t...
- Tue Jan 14, 2020 10:10 pm
- Forum: Modding help
- Topic: changing a texture of a wall
- Replies: 4
- Views: 1858
Re: changing a texture of a wall
What the others wrote before me is spot on. Only thing I would like to add, is this: If all you are modifying is the skin, then there is no need to edit the ...shadow.png files. If you want, you can improve on the resolution of the graphic, then you will need to edit some of the attributes which def...
- Sun Jan 05, 2020 5:27 pm
- Forum: Modding help
- Topic: Shifting hue of graphic from another mod
- Replies: 5
- Views: 2377
Re: Shifting hue of graphic from another mod
Two software programs may be of you to you. Both are free to download and use. Gimp and Bender. I recommend downloading them and "mucking around" with them for a bit. I also recommend downloading and taking a look how tinting is done in the mod https://mods.factorio.com/mod/high-pressure-p...
- Sat Dec 28, 2019 6:35 pm
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 58742
Re: Friday Facts #327 - 2020 Vision
First off, major congratulations on 2m games sold! That means that most likely there were at least 2m different people banging away on keyboards and clicking mice trying to break the game, and in the end result, a much more stable playable release. Regarding the tutorial/campaign game. I started wit...
- Fri Dec 27, 2019 9:11 pm
- Forum: Modding help
- Topic: i can not edit fluid speed by lua
- Replies: 1
- Views: 853
Re: i can not edit fluid speed by lua
Probably the best programming example that might meet some of your needs is https://mods.factorio.com/mod/high-pressure-pipes . What that mod does create a new tier of pipes with increased throughput of fluids. Based on the code, it looks like the variable xxx.fluid_box.height can be modified to cha...
- Sat Dec 21, 2019 11:52 pm
- Forum: Duplicates
- Topic: Belt / Splitter speed display on tool tips UI
- Replies: 2
- Views: 1014
Re: Belt / Splitter speed display on tool tips UI
Thanks ... searched but did not find it.
- Fri Dec 20, 2019 8:41 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 22401
Re: Friday Facts #326 - Particle emitter & Data cache
Optimization of sprites being loaded in to the game, all for that. Optimization of loading mods into the game, all for that. Regarding delivery of Christmas gifts via artillery. I am OK with that in a mod. Some will like that, some will ignore it. I personally think the most dangerous thing at Chris...
- Thu Dec 19, 2019 11:59 pm
- Forum: Duplicates
- Topic: Belt / Splitter speed display on tool tips UI
- Replies: 2
- Views: 1014
Belt / Splitter speed display on tool tips UI
Within the base game, the transporter belt, underground belt, and splitter speed is displayed as an integer. When the belt or splitter speed exceeds two digits, based on a mod such as Faster Belts, the tool tip displays the belt speed in exponential format. My expectation is that unless the belt spe...
- Fri Dec 06, 2019 7:30 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 49974
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
I quite want it on, but perhaps instead of a toggle you could add a slider for 'intensity' of the effect (a simple 0-N bias scale, where 0 is off (can just not run that shader then, fallback to the normal texture shader) and non-0 is a scale, can even turn it above 1.0 for a 'larger' effect (likely...
- Fri Nov 29, 2019 6:00 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 26946
Re: Friday Facts #323 - Animated water
It looks nice, but I concur with the game performance concerns on legacy computers.
Hiladdar
Hiladdar
- Fri Nov 22, 2019 6:48 pm
- Forum: News
- Topic: Factorio version 0.17 - Now stable
- Replies: 33
- Views: 20400
Re: Factorio version 0.17 - Now stable
First off, I am glad that there will be a version 0.18 prior to releasing version 1.0. This will give mod developers time to fix their stuff from the expected mod breaking changes. The advantage is that when the game is released, if there are no mod breaking changes, mod developers in theory should ...