Search found 22 matches

by TheKingJo
Mon Sep 22, 2025 10:34 pm
Forum: Mod portal Discussion
Topic: Mod upload api is returning an Axios Network Error
Replies: 7
Views: 476

Re: Mod upload api is returning an Axios Network Error


I was going to make a comment about how as a user, it's nice when mod packages are smaller in size, with graphics split up so that logic updates don't take so long to download. Then I noticed that it's King Jo we are talking about, and understand the concern :lol:


xd

well tbh this mod is ...
by TheKingJo
Mon Sep 22, 2025 8:18 pm
Forum: Mod portal Discussion
Topic: Mod upload api is returning an Axios Network Error
Replies: 7
Views: 476

Re: Mod upload api is returning an Axios Network Error

Yeah maybe arbitrary was the wrong word. Wanted to say its pointless, not random.
by TheKingJo
Mon Sep 22, 2025 4:07 pm
Forum: Mod portal Discussion
Topic: Mod upload api is returning an Axios Network Error
Replies: 7
Views: 476

Re: Mod upload api is returning an Axios Network Error


Unfortunately uploads to the mod portal must be completed in 30s before a timeout drops the connection.

Hmm that's unfortunate. That would mean 200 MB / 30 sec = 6.66 MB/s = 53.33 Mbit/s would need to be my internet speed but I only have ~20.

Now I don't know what upload speeds people usually ...
by TheKingJo
Mon Sep 22, 2025 3:54 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
Replies: 5
Views: 842

Re: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode

Oh nice ^^

And sorry for not testing if it's even caused by the additive blend mode ^^
by TheKingJo
Sun Sep 21, 2025 5:08 pm
Forum: Mod portal Discussion
Topic: Mod upload api is returning an Axios Network Error
Replies: 7
Views: 476

Mod upload api is returning an Axios Network Error

I tried uploading a 195 MB mod to the portal on 3 different days and on 2 different devices in separate networks with different upload speeds and all ended in the attached error.

Before I tried the first time, I uploaded 3 way smaller mods and it worked fine so I suspect the file size being a problem
by TheKingJo
Fri Sep 19, 2025 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
Replies: 5
Views: 842

Re: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode

I've made the test mod now. 4 cars in the unsorted crafting category

shows the not working tinted additive light_animation (black)
shows the working normal additive light_animation (white)
shows the working tinted additive animation (orange)
shows the working normal additive animation (white)
by TheKingJo
Thu Sep 18, 2025 11:33 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
Replies: 5
Views: 842

Re: [2.0.66] apply_runtime_tint breaks light_animation in additive blend mode


Thanks for the report. Can you share your mod for testing and explain why using animation is not a good workaround?

Uhh the mod is Lamborghini Aventador , but it is using a parent mod for entity setup and is also having a different sprite setup now, until this issue (if it is one) is fixed. But ...
by TheKingJo
Sat Sep 13, 2025 3:17 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
Replies: 5
Views: 842

[Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode

TL;DR
runtime tint breaks when using additive blend mode in the light_animation of a car prototype
Long Version:
In the following image one can see the comparison between the same layer definition of a car prototype's light_animation , the only difference beeing the apply_runtime_tint . (For ...
by TheKingJo
Tue Oct 29, 2024 1:35 pm
Forum: Not a bug
Topic: [2.0.12] "floor" collision-layer no longer standalone for out-of-map tile
Replies: 1
Views: 506

[2.0.12] "floor" collision-layer no longer standalone for out-of-map tile

Before version 2.X there was a collision-layer that only the out-of-map tile had, called "floor-layer". This could be used to have entities only exist on solid ground or water but not outside of the map (I used it for a car mod, the vehicle could drive both on water and solid ground).
However from 2 ...
by TheKingJo
Wed Oct 23, 2024 2:24 pm
Forum: Documentation Improvement Requests
Topic: Explanation for properties of ActivityMatchingModifiers and VehiclePrototype
Replies: 0
Views: 316

Explanation for properties of ActivityMatchingModifiers and VehiclePrototype

I would like to request some API Doc explanations on some parameters I am working with but don't quite know what they do

impact_speed_to_volume_ratio and deliver_category of VehiclePrototype
and
multiplier, minimum, maximum, offset and inverted of ActivityMatchingModifiers
by TheKingJo
Wed Oct 23, 2024 11:42 am
Forum: Releases
Topic: Version 2.0.7
Replies: 29
Views: 67815

Re: Version 2.0.7

The changelog doesn't say that

Code: Select all

defines.gui_type.research
was removed
by TheKingJo
Sat Aug 31, 2024 11:52 am
Forum: Modding interface requests
Topic: BeamAttackParameter source_offset for more entities
Replies: 5
Views: 2755

Re: [1.1.45] source_offset not applied for BeamAttackParameter



On action_delivery, the source_offset only gives final offset to the beam starting point and doesn't rotate with the shooter. This is different behavior compared to laser-turret where the source_offset of the attack_parameter itself provides a rotating offset where it follows the rotation of the ...
by TheKingJo
Mon Jun 24, 2024 9:27 am
Forum: Ideas and Suggestions
Topic: Tank animation while rotating
Replies: 6
Views: 1762

Re: Tank animation while rotating

Illiander42 wrote: Fri Jun 21, 2024 5:36 pm Post the mod to the portal anyway.
Done! https://mods.factorio.com/mod/better-tank-animation
by TheKingJo
Sat Jun 22, 2024 9:12 pm
Forum: Ideas and Suggestions
Topic: Tank animation while rotating
Replies: 6
Views: 1762

Re: Tank animation while rotating

Illiander42 wrote: Fri Jun 21, 2024 5:36 pm Does it get the track rotations right for turning left vs right?
Since the animation while rotating counter clockwise is backwards and while clockwise its forward, yes
by TheKingJo
Fri Jun 21, 2024 4:17 pm
Forum: Ideas and Suggestions
Topic: Tank animation while rotating
Replies: 6
Views: 1762

Tank animation while rotating

TL;DR
Vanilla tank should have animated tracks while turning on the spot


What ?
Right now the tank's tracks are not moving when you turn on the spot. But with some simple spritesheet rearrangements and image splitting and remerging done, it can be animated while rotating. I have tried that ...
by TheKingJo
Mon Jun 17, 2024 2:54 pm
Forum: Modding interface requests
Topic: Speed limit for car prototypes
Replies: 0
Views: 568

Speed limit for car prototypes

I would've needed this already years ago when I started adding mod cars XD

But yeah a max speed limit property for car prototypes would really help create more realistic cars. Without them you don't really have control over the max speed unless you play around with mass, consumption, friction and ...
by TheKingJo
Fri Jun 14, 2024 2:02 pm
Forum: Modding interface requests
Topic: Support turn_range for artillery type cannons
Replies: 2
Views: 695

Support turn_range for artillery type cannons

I would love it and could make use of a turn_range support for artillery type turrets and ~ wagon turrets.

Currently they always have a 360Β° aiming circle regardless of the value that you set in the gun's attack_parameters of the artillery gun.

Now I dunno how the artillery logic is implemented ...
by TheKingJo
Fri Oct 15, 2021 5:44 pm
Forum: Won't fix.
Topic: [1.1.42] Cars trigger_target_mask is not relevant for turret targeting
Replies: 3
Views: 2576

[1.1.42] Cars trigger_target_mask is not relevant for turret targeting

I'm currently making a mod again. I'm trying to make an "ammo-turret" that only aims at "car" s that have a certain trigger_target_mask .

I'm doing this by giving the turret a new TriggerTargetMask {"air-unit"} as attack_target_mask , {"ground-unit"} as ignore_target_mask and giving all cars the ...
by TheKingJo
Sun Jun 06, 2021 9:54 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
Replies: 4
Views: 4782

Re: [1.1.34] Car prototype collision_box width to length ratio prevents exiting of car

I tried to fix it with a custom-input where I would be teleported out of the bunker per script but it seems the game doesn't wanna do that too. I used the script from the cargo ships mod and adapted it to my use. It works on all other car/train prototypes but not my bunker.


function ExitBunker(e ...

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