Search found 152 matches
- Tue Oct 06, 2020 1:35 pm
- Forum: Won't fix.
- Topic: [1.0.0] Fails parsing mod zip file.
- Replies: 6
- Views: 1710
Re: [1.0.0] Fails parsing mod zip file.
Are you sure this zip file is not corrupted? 90144-a.png90144-b.png It's not corrupted. The characters are simplified Chinese character for I'm mainlander. Sometimes we write some Chinese. Emmm. Any way, thank you for your help. I'm gonna upload the new zip. But, could this issue be solved in the f...
- Tue Oct 06, 2020 1:00 pm
- Forum: Won't fix.
- Topic: [1.0.0] Fails parsing mod zip file.
- Replies: 6
- Views: 1710
[1.0.0] Fails parsing mod zip file.
https://mods.factorio.com/mod/DynamicWater
In my test, without zipping, the mod works correctly. But after I zipped it, it doesn't show in mod list. The game doesn't parse it.
Is this a bug or did I mess anything up?
In my test, without zipping, the mod works correctly. But after I zipped it, it doesn't show in mod list. The game doesn't parse it.
Is this a bug or did I mess anything up?
- Tue Oct 06, 2020 7:26 am
- Forum: Questions, reviews and ratings
- Topic: How to correctly compress the mod folder to a zip file?
- Replies: 1
- Views: 749
How to correctly compress the mod folder to a zip file?
I found my mod works well if it is in folder form. If I zip it, it doesn't work. What should I do?
Thanks.
Thanks.
- Wed Sep 30, 2020 3:32 am
- Forum: Modding discussion
- Topic: multiple layers of sprites with some blending mode other than simply overlapping.
- Replies: 6
- Views: 1531
Re: multiple layers of sprites with some blending mode other than simply overlapping.
Thank you very much. I'm gonna check them out. But still, you know, the existing blending formula is too limited. I tried slightly modifying the png files in some software, and they simply look very good. With the formula provided by factorio, the images always get darker as I've seen in many mods....
- Wed Sep 30, 2020 12:37 am
- Forum: Modding discussion
- Topic: multiple layers of sprites with some blending mode other than simply overlapping.
- Replies: 6
- Views: 1531
Re: multiple layers of sprites with some blending mode other than simply overlapping.
layers[1].layer_mode = modifying-layer layers[1].blend_mode = hue-sat-vol layers[1].delta_hue = 120 layers[1].delta_saturation = 30 layers[1].delta_volume = -5 ... data:extend({this new offshore pump}) No, there is nothing like this. Factorio is not an image editor. The ability to process loaded sp...
- Wed Sep 30, 2020 12:28 am
- Forum: Modding discussion
- Topic: multiple layers of sprites with some blending mode other than simply overlapping.
- Replies: 6
- Views: 1531
- Tue Sep 29, 2020 5:10 am
- Forum: Modding discussion
- Topic: multiple layers of sprites with some blending mode other than simply overlapping.
- Replies: 6
- Views: 1531
multiple layers of sprites with some blending mode other than simply overlapping.
I read this, https://forums.factorio.com/viewtopic.php?t=26105 But I didn't success trying this. In my mod, I tried to modify the tint(or should I say color directly?) of offshore pump. I tried deepcopy, and then new_pump.graphics_set.animation.north.layers[1].filename = something else. I'm curious ...
- Tue Sep 29, 2020 3:02 am
- Forum: Ideas and Suggestions
- Topic: Update the mod tutorial
- Replies: 2
- Views: 455
Re: Update the mod tutorial
Emmm,, the wiki page is even fan made..Didn't expected.
So, what I should do, seems to be that I should help the wiki page update? Ok, gonna check it out.
So, what I should do, seems to be that I should help the wiki page update? Ok, gonna check it out.
- Mon Sep 28, 2020 2:58 am
- Forum: Ideas and Suggestions
- Topic: Update the mod tutorial
- Replies: 2
- Views: 455
Update the mod tutorial
I started modding recently. I found the mainly help is from friends. The official tutorial for modding is very old. Update it, add all the details. Or your great work on the prototype viewer is doomed to be wasted. As I known, now we have at least a logging function, ctrl shift e, ctrl shift f, and ...
- Sun Sep 27, 2020 2:04 pm
- Forum: Ideas and Suggestions
- Topic: Trains should go straightly as possible.
- Replies: 3
- Views: 1020
Trains should go straightly as possible.
When we build multi lanes, trains go like snakes, stop other trains.
Shouldn't be very hard?
Shouldn't be very hard?
- Sun Sep 27, 2020 1:29 pm
- Forum: Ideas and Suggestions
- Topic: A fast way to compile mods.
- Replies: 7
- Views: 1198
Re: A fast way to compile mods.
Can you try to launch the game, Ctrl-Alt-Click settings > The rest, and check those two options in the graphics settings section ? 2020-09-26 12_47_56-Factorio 1.0.0.jpg Does it help with your load time ? Thanks. I tried. But I don't know the reason, the starting duration doesn't shortened intuitiv...
- Sat Sep 26, 2020 10:21 am
- Forum: Ideas and Suggestions
- Topic: A fast way to compile mods.
- Replies: 7
- Views: 1198
A fast way to compile mods.
I'm starting with mod developing recently. I found the loading time is mainly about the png files. But for mod developing, I don't need them. Could you plz make some version which doesn't load most png files when the game starts. It speeds up our working. For now, I have to go over almost all the, I...
- Tue Sep 01, 2020 5:20 am
- Forum: Ideas and Suggestions
- Topic: modify the bent belts to hold interger of items.
- Replies: 4
- Views: 1163
modify the bent belts to hold interger of items.
I have invented 2 structures to do the capacity limitation. One is based on spliter and math. It works well. But the other one doesn't. The second one based on the count of items a cycling belt lane can hold. Not, for straight belts, it's integer. But bent belts in the corners holds fractal number o...
- Fri Aug 14, 2020 2:07 pm
- Forum: Ideas and Suggestions
- Topic: spider logistic company
- Replies: 4
- Views: 1471
spider logistic company
If it would be possible to put items into spiders automatically with inserters, and possible to set way points and conditions for spiders, spiders could do everything that car-belt system can do. And easier to setup. And I'm not sure, it could be cpu friendly.
- Tue Aug 11, 2020 8:21 am
- Forum: Ideas and Suggestions
- Topic: Changing behavior of logistic network with items lower than 100% condition
- Replies: 10
- Views: 1847
Re: Changing behavior of logistic network with items lower than 100% condition
I think if this issue would be handled in the future, the solution should be that, all the items which could have condition are not possible to be any ingredients.
- Tue Aug 11, 2020 8:15 am
- Forum: Implemented Suggestions
- Topic: A checkbox to turn of red flashing effect.
- Replies: 5
- Views: 1898
A checkbox to turn of red flashing effect.
Mtn, and dungeon map need this feature. The screen kept flashing while playing.
- Fri Jul 17, 2020 6:19 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 102228
Re: Beautiful Sushi Belts
You need a 1/7 limiter for every sci pack. In that way, if the input keeps stable, the tail filter is even not needed any more.
I am planning to redo the tutorial in English. But not decided yet. It takes time.
I am planning to redo the tutorial in English. But not decided yet. It takes time.
- Thu Jul 16, 2020 11:59 am
- Forum: Show your Creations
- Topic: Planning to recreate car belt system tutorial in English.
- Replies: 0
- Views: 1119
Planning to recreate car belt system tutorial in English.
But not decided yet. It takes time. 1or 2 years ago, I was inspired by the trick that tanks could be moved by belts while interact with insertors. After that, I figured out a lot tricks to get the systems go. I made a tutorial about it in Chinese. After that, I found the car belt system was not good...
- Thu Jul 16, 2020 11:43 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 245612
could you plz optimize the algo for cars when a brunch of cars are moved on belts.
I think the algo for car impacting other cars when they are all moved by belts, the algo does not make sence. If you would remove this, I believe the car belt system would get more friendly to ups. I mention this at this moment, the reason is that, in the very popular map Mtn Fortress, people are al...
- Sun Jun 28, 2020 2:30 pm
- Forum: Modding help
- Topic: Multi file problem
- Replies: 1
- Views: 432
Multi file problem
1, Is it possible to access functions or variables in another file? Through require directive or something else? 2, Any method to iterate all the custom variables and functions in a scenerio? 3, How to restart mtn fortress with console, without deleting the data.??? file in save file? Or link to the...