Search found 85 matches
- Sun Apr 07, 2019 3:12 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29880
Re: [MOD 0.16.x] NiceFill
I found a bug/conflict, when using this mod together with Alien Biomes, at least in swamp inland shallow water, the landfill imitates surrounding shallow water, so doesnt fill it, it consumes the landfill but the shallow water remains, disabling NiceFill solved the issue. I'm having this issue too....
- Thu Feb 28, 2019 1:41 am
- Forum: Duplicates
- Topic: [0.17.1] Fluidbox crafters not updating correctly when pasting recipe
- Replies: 1
- Views: 1456
[0.17.1] Fluidbox crafters not updating correctly when pasting recipe
Putting together new pictures for my GDIW mod, and noticed that if I fast-paste one Chemical Plant recipe over another, the attached fluidboxes wont update. which means that attached pipes will still treat it as the previous liquids. this happens if pipes are attached or not. happens on vanilla reci...
- Fri Dec 29, 2017 5:12 am
- Forum: Questions, reviews and ratings
- Topic: Updating Old Mods to work with new versions
- Replies: 6
- Views: 6218
Re: Updating Old Mods to work with new versions
Yeah, but there are many more situations, which makes an "all covering" guide quite hard Is it from 0.11, and tries to deal with entities or tiles or polution? whoops, many things have moved around since then An 0.12 mod? Make sure your not still including defines.lua, or that your not mak...
- Thu Dec 28, 2017 5:08 am
- Forum: Questions, reviews and ratings
- Topic: Updating Old Mods to work with new versions
- Replies: 6
- Views: 6218
Re: Updating Old Mods to work with new versions
Unfortunetly, new versions of the game can break many a thing, even if the code was originally copied. For example, 0.16 adds an "icon_size" option you NEED to include alongside the icons. If you dont provide it, the item refuses to work. This has happened many times in the past when new r...
- Thu Dec 28, 2017 12:31 am
- Forum: Ideas and Suggestions
- Topic: Module Effects and Support (Vanilla and Modding)
- Replies: 0
- Views: 790
Module Effects and Support (Vanilla and Modding)
TL;DR Increase the usability of Modules and Effects, both for base-game and Modding. What ? An increase to the features accessible to the Module system. the system works well right now, but it is pretty much "put the largest speed module you can into a beacon". It would be nice to see a l...
- Wed Dec 27, 2017 11:24 pm
- Forum: Ideas and Suggestions
- Topic: Support for other LED control APIs
- Replies: 5
- Views: 5373
Re: Support for Logitech Gaming Assistant
I would love to see this go in, but there are just soooo many interfaces out there, that it would be unreasonable to ask for all of them. And at the very least, its lower priority than many of the other things being worked on. There are some interesting options I can think of for gaming gear that is...
- Tue Dec 26, 2017 7:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.7] MODDING: furnace allowed_effects incorrect
- Replies: 1
- Views: 2446
[Rseding91] [0.16.7] MODDING: furnace allowed_effects incorrect
Performing the 0.16 update to my Modular Charge Packs mod, and decided I wanted to add a specific module for use with my modded Furnace (the Charger). However, once getting it ingame, it refused to be placed in the modded furnace. the normal "X can not be used in Y" error. To set the scene...
- Tue Mar 14, 2017 10:11 pm
- Forum: Mods
- Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
- Replies: 26
- Views: 63978
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
It should at least autodetect the normal productivity fr9m Bobs at least, unless he renamed something... I didnt even know about the Raw Productivity modules untill reciently.
I will look into this.... might have to make my productivity-patching more robust.
I will look into this.... might have to make my productivity-patching more robust.
- Fri Nov 11, 2016 11:48 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Circuit notifications
- Replies: 1
- Views: 1185
Re: [Request] Circuit notifications
There are pile of them, like https://mods.factorio.com/mods/Nexela/CircuitAlerter
- Mon Sep 26, 2016 5:49 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 69852
Re: [0.15] Mod setting/config interface - give your input
This is looking just like what I hoped for, except for one usecase example... Can I suggest a type of config called "storage" (alongside "startup" and "runtime"), that can only be per_user=true. Specifically designed for storing per-user install-wide information (for ex...
- Mon Sep 26, 2016 4:37 am
- Forum: Ideas and Requests For Mods
- Topic: [request] Toggle for Night Vision
- Replies: 2
- Views: 1824
Re: [request] Toggle for Night Vision
Well, that was a fun jaunt through the code. Enjoy!
https://mods.factorio.com/mods/DaCyclops/NightReVision
https://mods.factorio.com/mods/DaCyclops/NightReVision
- Sat Sep 17, 2016 5:05 am
- Forum: Mods
- Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
- Replies: 26
- Views: 63978
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Kinda thinking of having a Angels Refining playthrough at some point, so was likely to run head-first into this myself. My guess is Angel just takes all the normal recipies it expects and replaces the water with purified water. Since mine are manually added, it doesnt detect them. Ill take a look at...
- Mon Aug 08, 2016 3:26 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]: Spawner Replacement, Trypophobia
- Replies: 11
- Views: 4711
Re: [Request]: Spawner Replacement, Trypophobia
There's a bunch of filters in gimp, that alter the image without it devolving into homogeneous mess. Here's for example the 'canvas' effect applied. I kinda figured worms could have their animation altered to be always in risen state, but I've had no success in that as of yet. One thing I experienc...
- Sun Aug 07, 2016 1:57 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]: Spawner Replacement, Trypophobia
- Replies: 11
- Views: 4711
Re: [Request]: Spawner Replacement, Trypophobia
It dawns on me that offering to try this when I suck at graphics is fairly stupid.... After a couple of attempts I am trying a different approach, just replacing the entire image with a darkgrey "blob" and the original holl'y mask with a single "blob". it doesnt look good, but it...
- Fri Aug 05, 2016 9:48 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]: Spawner Replacement, Trypophobia
- Replies: 11
- Views: 4711
Re: [Request]: Spawner Replacement, Trypophobia
Firstly thank you for looking it to this :-), the sample you sent is better but it still looks like "circles" you know, and good idea to blur the texture but i dont think just bluring it will fix it if the animation could be stopped and the circles maked not look like holes in skin it wou...
- Fri Aug 05, 2016 7:05 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]: Spawner Replacement, Trypophobia
- Replies: 11
- Views: 4711
Re: [Request]: Spawner Replacement, Trypophobia
Doing a reply incase someone was following and needed another notification...
Ive just tried quickly running the Biter/Spitter/Spawner/Worm spritesheets through a heavy blur.
Tell me, is this better? And could it be better for you?
https://www.youtube.com/watch?v=8iIDkwb ... e=youtu.be
Ive just tried quickly running the Biter/Spitter/Spawner/Worm spritesheets through a heavy blur.
Tell me, is this better? And could it be better for you?
https://www.youtube.com/watch?v=8iIDkwb ... e=youtu.be
- Fri Aug 05, 2016 3:04 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]: Spawner Replacement, Trypophobia
- Replies: 11
- Views: 4711
Re: [Request]: Spawner Replacement, Trypophobia
i remember... looking into this once before..... Yeah, thread on reddit brought it up... I dont know if there was a result back then, but it shouldnt be exactly hard to switch out graphics (if I could find time to but out the Blur tool). Though it might be best to provide a drop-in replacement of ba...
- Fri Aug 05, 2016 12:24 am
- Forum: Modding interface requests
- Topic: on_pre_player_died/on_player_died cause
- Replies: 4
- Views: 2176
Re: on_pre_player_died/on_player_died cause
Methinks he means on_entity_died... if there was an "on_entity_damaged" it could lead to the BEST lag generation... You have a point. Ive been killed by now-dead Worms before. And technically, killing yourself with fire WOULD be a now-dead entity killing you... :P Maybe if instead of passi...
- Thu Aug 04, 2016 3:25 am
- Forum: Modding interface requests
- Topic: on_pre_player_died/on_player_died cause
- Replies: 4
- Views: 2176
on_pre_player_died/on_player_died cause
Is it possible to return the entity and force that "caused" the death when a player dies (or pre-dies)? I would love to be able to perform something based on the identify of the killer (and some other crazy things) when someone dies. I have a couple of ideas revolving around player death, ...
- Sat Jul 16, 2016 10:53 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 42610
Re: [MOD 0.12.11+] Robotic Combinators
Im not really planning on updating this exact mod to 0.13 because ( as Rseding said) the Roboports can now be connected to the network directly. Though I have considered a spinoff that adds my fancy icons back in :P , and maybe create the "Personal Robotics Combinator" for tracking player'...