Search found 152 matches

by yagaodirac
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...
by yagaodirac
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?
by yagaodirac
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.
by yagaodirac
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....
by yagaodirac
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...
by yagaodirac
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

Re: multiple layers of sprites with some blending mode other than simply overlapping.

Koub wrote:
Tue Sep 29, 2020 5:56 am
[Koub] Moved to modding discussion.
Thanks~
by yagaodirac
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 ...
by yagaodirac
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.
by yagaodirac
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 ...
by yagaodirac
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?
by yagaodirac
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...
by yagaodirac
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...
by yagaodirac
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...
by yagaodirac
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.
by yagaodirac
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.
by yagaodirac
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.
by yagaodirac
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.
by yagaodirac
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...
by yagaodirac
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...
by yagaodirac
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...

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