This is probably the best fix for things, I'll make this change for the next version.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.
Search found 841 matches
- 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
- 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...
- 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
It is still consumed, just auto-replenished by the script. Same end result, at any rate.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.)
- 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 ...
- 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!
- 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
https://mods.factorio.com/mod/Orbital%20Ion%20Cannon
- 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 ...
- 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
Hmm, all right then. I'll continue updating the original versions.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.
- 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 ...
- 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...
- 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.
- 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
It-was-fun-while-it-lasted
Now-only-dashes
- 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...
- 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...
- Thu Jan 18, 2018 1:43 am
- 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
I also have this issue for https://mods.factorio.com/mod/Orbital Ion Cannon
- 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:
- Wed Jan 17, 2018 9:56 pm
- 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
Seems to be fixed!
- 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
Thanks for the report, I have a fix ready to roll out in a couple hours!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)
- 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.
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.
- 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
somethine something Tibanna gas canistersteinio wrote:Anyone wonder why the laser gun in the video has a shell for the lasers ejecting.