Search found 131 matches
- Mon Mar 02, 2020 8:36 am
- Forum: Tools
- Topic: "Baking" layered recipe icons (Python)
- Replies: 7
- Views: 3568
Re: "Baking" layered recipe and item icons (Python)
As for layered icons its ODD that the game does not merge all the layers together when it forms the atlas images, after that point the icons are not going to change. I wonder if we could poke WUBE into do some optimization and instead of relying on the graphics cards to layer all the icons as they a...
- Mon Mar 02, 2020 8:29 am
- Forum: Tools
- Topic: "Baking" layered recipe icons (Python)
- Replies: 7
- Views: 3568
Re: "Baking" layered recipe and item icons (Python)
In my own experience I have noticed that not all recipes have icons. If the mod owner has not defined on the game will work out an icon based on the main_product. @theRustyKnife has made this helper library mod .. https://mods.factorio.com/mod/rusty-locale .. which has taken over a lot of the hard w...
- Wed Feb 26, 2020 8:31 am
- Forum: PyMods
- Topic: Deadlocks Stacking for Pyanodons mods
- Replies: 163
- Views: 58703
Re: Deadlocks Stacking for Pyanodons mods
https://raw.githubusercontent.com/billbo99/deadlock_stacked_recipes/master/dist/graphics/icons/stacked-rocket-fuel.png https://raw.githubusercontent.com/billbo99/deadlock_stacked_recipes/master/dist/graphics/icons/stacked-firearm-magazine.png https://raw.githubusercontent.com/billbo99/deadlock_stac...
- Tue Feb 25, 2020 10:29 pm
- Forum: PyMods
- Topic: Deadlocks Stacking for Pyanodons mods
- Replies: 163
- Views: 58703
Re: Deadlocks Stacking for Pyanodons mods
Using some code that Deadlock gave me I have a pythons script for creating 42 variations in stacked images. I found different icons look better in different layout's. However reading the Licence for "Pyanodons" (CC BY-NC-ND 4.0) it would appear that the "ND" would prevent anyone ...
- Tue Feb 25, 2020 1:28 pm
- Forum: Releases
- Topic: Version 0.18.9
- Replies: 21
- Views: 17717
Re: Version 0.18.9
got a screen shot of the new GUI .. at work here so not sure what your talking about.
- Tue Feb 25, 2020 8:55 am
- Forum: Implemented mod requests
- Topic: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
- Replies: 17
- Views: 8174
Re: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
In the miniloader code base, it scale the number of invisible inserters to match the speed of the belt. https://github.com/mspielberg/factorio-miniloader/blob/d69a03156469b2229f76db70bfad5f8eb2fb3206/lualib/util.lua#L150 With a belt speed of 240 it uses 10 invisible inserters https://github.com/mspi...
- Tue Feb 18, 2020 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.7] Authenticating with token does not work: "auth error: Missing username"
- Replies: 6
- Views: 5812
- Mon Feb 17, 2020 1:37 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 235890
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Very nice. You could generate, say, 4-6 of these randomly, and then use the belt variants feature for disordered stacking on belts. I was going to use it to visually pick a single icon that looked the best for in-game icons I wanted to stack. I had not thought about belt variants like used for ores.
- Mon Feb 17, 2020 1:27 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 235890
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
The plastic bars in the 4th row column 3 and 5 look the same to me. Is there one configuration missing while you have one twice? Its just the order of the back two icon are different. Its hard to tell the difference with most icons as they are soild. However with rails you can see the overlaps are ...
- Mon Feb 17, 2020 12:26 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 235890
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Can you PM me some sample python code on how you would merge a factorio stock icon image 3x times with a slight shift ? Thanks for the code example, sorry it took me a while to investigate further. I worked out there were 44 combinations that 3 icons could be placed. Different in-game icons look be...
- Thu Feb 13, 2020 8:03 am
- Forum: Off topic
- Topic: Run from ramdisk - offtopic
- Replies: 21
- Views: 13072
Re: Run from ramdisk
Within the config.ini there is a new option added since 0.18 (this is an experimental option) that will help with start up times when using lots of mods. cache-prototype-data=true The second time you start your game after using this flag your startup time should reduce quite a bit. I went from 80 se...
- Tue Feb 11, 2020 12:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Request: Auto Train Grid Equipping.
- Replies: 5
- Views: 2732
Re: Request: Auto Train Grid Equipping.
There is another mod I use "train-scaling" to clone trains and their schedules.
I have made a post for the mod to see if cloning the equipment grid would be possible.
https://mods.factorio.com/mod/train-sca ... 000b4d00b1
I have made a post for the mod to see if cloning the equipment grid would be possible.
https://mods.factorio.com/mod/train-sca ... 000b4d00b1
- Fri Feb 07, 2020 11:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.18.4] Construction bot becomes invisible while repairing something
- Replies: 6
- Views: 3995
Re: [0.18.4] Construction bot becomes invisible while repairing something
This coud be related to my post .. viewtopic.php?f=7&t=80985
The ".working" property that sets the animation for the bots while busy appears to have been removed.
The ".working" property that sets the animation for the bots while busy appears to have been removed.
- Fri Feb 07, 2020 11:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.18.4] Construction bot becomes invisible while repairing something
- Replies: 6
- Views: 3995
[0.18.4] Construction Robot missing "working" property
Something changed for "Construction Robot" in 0.18.4 and the "working" property for RotatedAnimation has been removed. I am told the WIKI is a little out of date, but in the 0.18.4 release notes there was no mention of this property being removed. https://wiki.factorio.com/Protot...
- Thu Jan 30, 2020 7:48 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 235890
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Yup 0.18.3 looks to be a good fix for deadlock loaders .. my modified version and test save now work as expected.
- Wed Jan 29, 2020 8:46 am
- Forum: Modding discussion
- Topic: How to create an empty map
- Replies: 2
- Views: 4439
Re: How to create an empty map
For an empty world I like this mod
https://mods.factorio.com/mod/lab-floor
Or you can go into `/editor` and in the surfaces tab and make similar changes there.
https://mods.factorio.com/mod/lab-floor
Or you can go into `/editor` and in the surfaces tab and make similar changes there.
- Tue Jan 28, 2020 8:58 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 235890
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
posila in 0.18.2 has attempted to fix the migration of "loader" to "loader-1x1" so that the correct direction and roation is kept. https://forums.factorio.com/viewtopic.php?p=476023 But I am getting some weird behaviour with the belts -- the red box shows the belts on the output ...
- Tue Jan 28, 2020 5:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
- Replies: 14
- Views: 7157
Re: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
I have been working on deadlock loaders to get them to work, 0.18.2 appears to fix the direction of the loaders, but getting some oddness still Screenshot_1.png -- the red box shows the belts on the output not joining to their next section correctly -- the green box shows the loaders are not putting...
- Tue Jan 28, 2020 8:54 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 235890
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
A few of us have been looking, but we found that the direction/rotation of the loaders gets messed up when loading a save from a 0.17 to 0.18.
I have started to look at a migration script to auto-correct the "direction/rotation".
I have started to look at a migration script to auto-correct the "direction/rotation".
- Wed Jan 22, 2020 8:35 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
- Replies: 1
- Views: 1340
Re: [Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
This appears to be fixed in 0.18