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by AlveKatt
Wed Dec 02, 2020 12:42 pm
Forum: Modding help
Topic: The new light map textures
Replies: 6
Views: 1236

Re: The new light map textures

Deadlock989 wrote: ↑
Wed Dec 02, 2020 12:11 pm
I feel like I'm not explaining this very clearly. It gets easier with practice.
I appreciate it all the same! I'm gonna try rendering the windows with the material inverted, see what happens.
by AlveKatt
Wed Dec 02, 2020 11:59 am
Forum: Modding help
Topic: The new light map textures
Replies: 6
Views: 1236

Re: The new light map textures

So if I have pretty much the same as the original, only a bit lighter, I mostly just double the colour values? Which, if I am thinking right, means you just make the colours deeper, with the way my lightmaps are right now? Should I just make the images grey scale?
by AlveKatt
Wed Dec 02, 2020 11:04 am
Forum: Modding help
Topic: The new light map textures
Replies: 6
Views: 1236

Re: The new light map textures

I attached one of the Light layer frames. I kind of want the windows brighter in the night than this version does it. Do they inherit a lot of the colour under the light layer?
by AlveKatt
Sun Nov 29, 2020 6:16 am
Forum: Modding help
Topic: The new light map textures
Replies: 6
Views: 1236

The new light map textures

How does the new light map textures work exactly? I really need to make new ones for my locomotive since the ones for the original locomotive fit very badly for it.

( viewtopic.php?p=523443#p523443 )
by AlveKatt
Thu Nov 26, 2020 5:26 pm
Forum: Ideas and Requests For Mods
Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
Replies: 8
Views: 2408

Re: [Request] Steam Locomotive mod (Updated render)

I rerendered the locomotive with some adjusted shaders to try an make it look less flat. Not sure if I succeeded.
by AlveKatt
Mon Nov 23, 2020 6:42 pm
Forum: Fan Art
Topic: Factorio Steam Locomotive
Replies: 1
Views: 3793

Factorio Steam Locomotive

I guess this is still just fanart since it isn't a real mod yet. (I just replaced the original sprite sheets with my own.) I am hoping I will find someone to help me code it in. I have been poring over the tutorials, but I have never used LUA and it's daunting. And the dependency structure between f...
by AlveKatt
Mon Nov 23, 2020 12:26 pm
Forum: Ideas and Requests For Mods
Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
Replies: 8
Views: 2408

Re: [Request] Steam Locomotive mod (Graphics are done)

You can ask the mod author for his help. Thank you. I posted a question on the mods page. Can you make the tender for it? The design has the back part, it's kind of built in. Also, I think a Tender would look weird since it really isn't open at the back that way. I have toyed with the thought of ma...
by AlveKatt
Sun Nov 22, 2020 2:05 pm
Forum: Ideas and Requests For Mods
Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
Replies: 8
Views: 2408

Re: [Request] Steam Locomotive mod (Graphics are done)

I guess I need to look at modding tutorials. Doing a new improved render right now.

Would still love to cooperate with someone who actually knows how to code mods for Factorio. There seems to be so many script files involved, and it feels daunting to figure out what affects what.
by AlveKatt
Sun Nov 15, 2020 10:37 am
Forum: Ideas and Requests For Mods
Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
Replies: 8
Views: 2408

Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)

I have made the graphics for a steam locomotive.

I have put them in game by replacing the sprite sheet. (See screenshot. Possibly not the final render of the locomotive though. Might fiddle more with the colours and textures.) But would anyone be willing to help me code it in as an actual mod?
by AlveKatt
Wed Jul 15, 2020 10:06 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268569

Re: [0.17+] Space Exploration WIP

One thing I am wondering, does all robot cargo capacity research have to be behind space sciences? It's one of those quality of life thing that makes the game more fun to play. I suggest, well wish, that you put at least some of the carry cargo size research back to where it was. At least two or thr...
by AlveKatt
Wed Jul 15, 2020 9:20 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268569

Re: [0.17+] Space Exploration WIP

Hi IΒ΄m trying to figure out how to use the electric boiler but the steam created by it is not accepted by steam engines and I found no other way to find answers to questions such as this. Since no way to convert power from one form to another is 100% effective you would get a net loss of power if y...
by AlveKatt
Mon Jun 08, 2020 1:17 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 52952

Re: Friday Facts #350 - Electric mining drill redesign

They look nice, although being a curmudgeon I like the old ones too. My only question would do the new ones cause a higher load on ups/fps? Might be the same, might not... From the post: Since the movement of the drill is procedural and Ernestas was smart about optimizing the spritesheet space, we ...
by AlveKatt
Mon Jun 08, 2020 12:34 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 52952

Re: Friday Facts #350 - Electric mining drill redesign

I have a gripe with the new design. On my first playthroughs I didn't figure out the range of the mining machines was the blue field around it. With this design, it is even less apparent. It looks so much more focused on the centre. I wouldn't prioritize visual familiarity over visual clarity. I wou...
by AlveKatt
Fri Apr 24, 2020 9:56 am
Forum: Duplicates
Topic: [0.18.20] Crash when updating mods
Replies: 4
Views: 1173

Re: [0.18.20] Crash when updating mods

Am I expected to repost the logs in the other thread?
by AlveKatt
Fri Apr 24, 2020 8:50 am
Forum: Duplicates
Topic: [0.18.20] Crash when updating mods
Replies: 4
Views: 1173

Re: Crash when updating mods

Another log. Seemed to crash on different mod. 0.000 2020-04-24 10:47:36; Factorio 0.18.20 (build 51097, linux64, steam) 0.084 Operating system: Linux (LinuxMint 19.1) 0.084 Program arguments: "/home/david/.steam/steamapps/common/Factorio/bin/x64/factorio" 0.084 Read data path: /home/david...
by AlveKatt
Fri Apr 24, 2020 8:45 am
Forum: Duplicates
Topic: [0.18.20] Crash when updating mods
Replies: 4
Views: 1173

[0.18.20] Crash when updating mods

The crash dialogue box asked me to post the log to the forum. So, here it is. 0.000 2020-04-24 10:38:33; Factorio 0.18.20 (build 51097, linux64, steam) 0.082 Operating system: Linux (LinuxMint 19.1) 0.082 Program arguments: "/home/david/.steam/steamapps/common/Factorio/bin/x64/factorio" 0....
by AlveKatt
Thu Sep 19, 2019 9:53 am
Forum: Implemented Suggestions
Topic: [Fixed] I wish I could make Ctrl-c/x, alt-u/d override what you are holding
Replies: 1
Views: 1047

Re: [Fixed] I wish I could make Ctrl-c/x, alt-u/d override what you are holding

This was fixed just a few days after I posted the thread, sorry for dragging my feet in marking it as fixed.

Thank you!!!

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