Search found 841 matches

by Supercheese
Wed Jan 24, 2018 7:26 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49911

Re: [MOD 0.16] Vehicle Wagon 1.2.1

Optera wrote:If Chests and Assemblers use the item icon you could set the entity icon back to 32, since that's the one I'm grabbing.
This is probably the best fix for things, I'll make this change for the next version.
by Supercheese
Tue Jan 23, 2018 8:04 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49911

Re: [MOD 0.16] Vehicle Wagon 1.2.1

[sarcasm]Thanks for changing icon_size to 128. Was fun to fix auto generating ltn signals.[/sarcasm] Is there any advantage from having higher res icons? The game will crop them down anyway. The main advantage I found was when items are within chests, or recipes set in assemblers, 32x32 icons get f...
by Supercheese
Tue Jan 23, 2018 8:50 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49911

Re: [MOD 0.16] Vehicle Wagon 1.2.1

dgw wrote:This is clever. I like that it uses melee-type "ammo" so the winch "capsule" isn't consumed. (At least, I assume it's not consumed. I can't launch Factorio at all right now due to bugs.)
It is still consumed, just auto-replenished by the script. Same end result, at any rate.
by Supercheese
Tue Jan 23, 2018 7:45 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49911

Re: [MOD 0.16] Vehicle Wagon 1.2.1

Version 1.2.1 now available. I had some fun with sound effects and the new on_player_used_capsule event. Full changelog: Minor Features: Trains now remember their mode (auto/manual) after winching vehicles on/off them. ( legendblade ) Use higher-resolution icons. New latching/unlatching sounds when ...
by Supercheese
Tue Jan 23, 2018 1:56 am
Forum: Modding discussion
Topic: Does icon_size really have any affect?
Replies: 5
Views: 1983

Re: Does icon_size really have any affect?

Well, you can now use high-resolution icons, so they won't be badly pixelated when zoomed in!
by Supercheese
Mon Jan 22, 2018 10:59 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320589

Re: [MOD 0.16] Orbital Ion Cannon 1.6.2

A proper version of 1.6.2 has been uploaded to the mod portal and the OP of this thread, which has no issues with migrating old savegames. Apologies for any inconveniences that may have arisen.

https://mods.factorio.com/mod/Orbital%20Ion%20Cannon
by Supercheese
Mon Jan 22, 2018 9:52 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320589

Re: [MOD 0.16] Orbital Ion Cannon 1.6.2

Is it really required to remove spaces from the mod filename? Having the cheat menu as a workaround is neat and all, but I haven't been able to find any announcement stating that spaces in mod filenames are no longer allowed. Where was the rule change announced? I actually wanted to be able to say ...
by Supercheese
Mon Jan 22, 2018 10:26 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119058

Re: [MOD 0.16] Squeak Through 1.2.0

HanziQ wrote:There will probably be a migration when I figure out a good way. But this way, people don't get updates unless they manually reinstall the mod.
Hmm, all right then. I'll continue updating the original versions.
by Supercheese
Fri Jan 19, 2018 8:42 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119058

Re: [MOD 0.16] Squeak Through 1.1.9

You'll be able to update the old mod, that was my bad. Only new mods cannot have spaces. And when I figure out a good way to migrate all of this, no mods will. I don't really mind switching over, as it seems to be more future-proof. Unless there is some grand auto-migration scheme planned, I think ...
by Supercheese
Fri Jan 19, 2018 8:15 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119058

Re: [MOD 0.16] Squeak Through 1.1.9

Minor update to add a dependency on the Merging Chests mod (WideChests) to make them squeaky. Thanks to abordoli for reporting the issue. Also of note is that due to recent developments, I've had to re-upload Squeak Through to the mod portal, and it now lives at: https://mods.factorio.com/mod/Squeak...
by Supercheese
Fri Jan 19, 2018 5:54 am
Forum: Mods
Topic: [MOD 0.16] EMP Biters 1.2.1
Replies: 16
Views: 14439

Re: [MOD 0.16] EMP Biters 1.2.0

Updated for Factorio 0.16.
by Supercheese
Fri Jan 19, 2018 1:15 am
Forum: Not a bug
Topic: [Rseding91] Mod Portal Download use %20, Game Requires Spaces
Replies: 12
Views: 4248

Re: [Rseding91] Mod Portal Download use %20, Game Requires Spaces

Farewell-sweet-whitespace
It-was-fun-while-it-lasted
Now-only-dashes
by Supercheese
Fri Jan 19, 2018 1:01 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320589

Re: [MOD 0.16] Orbital Ion Cannon 1.6.2

Version 1.6.2 released. Thank you for your patience as things get updated to 0.16. Due to changes in mod name parsing rules, I needed to re-upload Orbital Ion Cannon to the Mod Portal, and as such it has a new page here: Also as a consequence of this change, savegame compatibility is unfortunately i...
by Supercheese
Thu Jan 18, 2018 7:03 pm
Forum: Mod portal Discussion
Topic: [Issue]modzip upload error: 'newfilename' is not defined
Replies: 5
Views: 2669

Re: [Issue]modzip upload error: 'newfilename' is not defined

Requiescant in pace, O whitespace. It was good while it lasted...
by Supercheese
Thu Jan 18, 2018 1:26 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320589

Re: [MOD 0.16] Orbital Ion Cannon 1.6.1

Updated to 1.6.1, fixing the above bug and switching to the new play_sound() functions in 0.16. Also changed the map marker, which I think looks a lot better now:
by Supercheese
Wed Jan 17, 2018 8:28 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320589

Re: [MOD 0.15] Orbital Ion Cannon 1.5.3

Sunnova wrote:Getting an error now, using 1.6.0 version, auto-targeting for sure.

line 386 local targeterName = player.name or "Auto"

__Orbital Ion Cannon__/control.lua:386: attempt to index local 'player' (a nil value)
Thanks for the report, I have a fix ready to roll out in a couple hours!
by Supercheese
Wed Jan 17, 2018 12:25 am
Forum: Mods
Topic: [MOD 0.16] Map Ping 1.0.4
Replies: 13
Views: 8565

Re: [MOD 0.16] Map Ping 1.0.0

Updated for Factorio 0.16. I believe things are stable enough now to tag this as 1.0.0.

One new minor feature, a custom alert akin to the ones for destroyed structures, ion cannon firing, etc.

EDIT:

1.0.1 also released, with some performance improvements.
by Supercheese
Tue Jan 16, 2018 1:31 am
Forum: Ideas and Suggestions
Topic: Add a shell eject sound to the Artillery Cannon
Replies: 6
Views: 2098

Re: Add a shell eject sound to the Artillery Cannon

steinio wrote:Anyone wonder why the laser gun in the video has a shell for the lasers ejecting.
somethine something Tibanna gas canister

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