Search found 587 matches
- Fri Oct 09, 2020 5:18 pm
- Forum: Implemented mod requests
- Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
- Replies: 18
- Views: 9319
Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
...
After some testing, I was able to confirm it to be the lights from my Bioluminescence mod , ...
i can confirm that, i now identified (thanks for this thread)that this mods cause fps/ups drops (~25fps/40ups) after removeing this mod i can do 120fps/120ups without problem (with game speed 2 ...
- Fri Oct 09, 2020 5:17 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 44376
Re: Geothermal - A clean, but powerful power source all day long
For removing the chemical impurities.hoidnyc wrote: Fri Oct 09, 2020 1:50 pm What is the geothermal water filter for? I get a "no recipe" message if I click on it.
- Sun Sep 13, 2020 4:09 am
- Forum: Not a bug
- Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
- Replies: 5
- Views: 3127
Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites ...
- Sat Sep 12, 2020 9:20 am
- Forum: Not a bug
- Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
- Replies: 5
- Views: 3127
Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites ...
- Thu Sep 10, 2020 4:35 am
- Forum: Not a bug
- Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
- Replies: 5
- Views: 3127
[Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Notice how the selected rail chain signal looks darkened by the shadow falling across it, despite it ostensibly being a lighted object.


- Tue Sep 08, 2020 4:11 pm
- Forum: Mod portal Discussion
- Topic: How to get the creation/first release date of a mod from the portal
- Replies: 6
- Views: 2906
- Tue Sep 08, 2020 4:08 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 40948
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
What is charcoal? I don't have any recipes that use it, and furnaces keep making charcoal when they were supposed to insert the wood into the fuel slot. If I try to put wood into furnaces and I put in more than the fuel slot holds, instead of filling completely and returning the rest to my ...
- Mon Sep 07, 2020 6:50 pm
- Forum: Mod portal Discussion
- Topic: How to get the creation/first release date of a mod from the portal
- Replies: 6
- Views: 2906
Re: How to get the creation/first release date of a mod from the portal
Be aware that before the mod portal existed the mods where published in this forum.
Download the oldest version and check dates of files in the zip. The zip itself can change date on download.
The mod portal api gives timestamps. You can go through all dates to find the earliest one, but if ...
- Mon Sep 07, 2020 5:10 am
- Forum: Mod portal Discussion
- Topic: How to get the creation/first release date of a mod from the portal
- Replies: 6
- Views: 2906
How to get the creation/first release date of a mod from the portal
I find myself needing to find when a mod was first ever released, which is synonymous with knowing when it was first uploaded to the mod portal. Important to note is that there is no date information in the changelog, the oldest download is NOT the first release, (it is instead the last release for ...
- Mon Sep 07, 2020 4:59 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 40948
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that is far in excess of normal.
They might not have caused damage immediately. All I know is that they showed up as soon as I started mining, and they caused damage as soon as I was ...
- Sun Sep 06, 2020 7:00 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 40948
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
The trees are supposed to be far more significant than the terrain type is, especially among the "natural" terrains as opposed to concrete (which is supposed to carry heavy penalties).
I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that ...
I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that ...
- Sun Sep 06, 2020 5:13 pm
- Forum: Reika's Mods
- Topic: TreePlant - A green thumb (inserter?)
- Replies: 8
- Views: 9195
Re: TreePlant - A green thumb (inserter?)
It plants them into forests.thereaverofdarkness wrote: Sun Sep 06, 2020 4:49 pm Can you post an explanation of how the Tree Planter works? I built one in my game but it just gradually ate saplings and didn't seem to do anything.
- Fri Sep 04, 2020 4:08 am
- Forum: Implemented mod requests
- Topic: Noise expression system hooks
- Replies: 6
- Views: 3309
Re: Noise expression system hooks
A more complex and frankly less sensible idea would be to hardcode more functions, but the sheer number that are necessary - in my case, I needed bitwise operations, array index use, math.floor(), and modulo, and others likely need other functions - makes that not a realistic means to achieve ...
- Fri Sep 04, 2020 4:06 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 40948
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
The biters seem to ramp up far too aggressively in the early game. Not even twenty minutes in, I'd mined up a few hundred plates and had only just started a coal mining section when I got my first wave, and then my second wave, and then my third...the waves came in as rapidly as if I were inside a ...
- Sat Aug 29, 2020 6:28 pm
- Forum: Modding interface requests
- Topic: Two improvements to player.add_custom_alert: position instead of entity, and duration
- Replies: 8
- Views: 3154
Re: Two improvements to player.add_custom_alert: position instead of entity, and duration
Is there a reason this has to be as such? Why is it hardcoded (ie not even a utility constant, let alone a prototype or script thing)?Rseding91 wrote: Sat Aug 29, 2020 6:09 pm Duration isn't possible. The times a given alert last are compiled and stored in the exe: Capture.PNG
- Sat Aug 22, 2020 4:04 am
- Forum: Not a bug
- Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
- Replies: 5
- Views: 2072
Re: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
If that's the case then I believe it's up to the mod adding the new decoratives the define the render layers for them so they don't collide with the new biter nesting ones.
There are 2 properties in the decorative that control the layering: https://wiki.factorio.com/Prototype/Decorative
I will ...
- Fri Aug 21, 2020 8:32 am
- Forum: Not a bug
- Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
- Replies: 5
- Views: 2072
Re: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
I found the original nest - it does indeed fix it: 

- Thu Aug 20, 2020 8:14 pm
- Forum: Not a bug
- Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
- Replies: 5
- Views: 2072
Re: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
That almost looks like a layering issue with the the mods decoratives/decals it's putting on the terrain. If you remove the mods does it sill look wrong? Removing the mods should cause all of that terrain and the decoratives/decals it adds to be erased and replaced with vanilla terrain.
I no ...
- Thu Aug 20, 2020 8:05 pm
- Forum: Implemented mod requests
- Topic: [RW] LuaEntity (tree type) "gray progress"
- Replies: 2
- Views: 1998
[RW] LuaEntity (tree type) "gray progress"
As seen in the debug info panel here:

I would like to be able to repair the trees' color.

I would like to be able to repair the trees' color.
- Wed Aug 19, 2020 5:51 am
- Forum: Not a bug
- Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
- Replies: 5
- Views: 2072
[Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
"An image is worth a thousand words":

See all the "cut" edges?

See all the "cut" edges?