Search found 21 matches

by yeahtoast
Fri Sep 22, 2023 8:51 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 52144

Re: Friday Facts #377 - New new rails

I really like this change, it's "simple" on paper, but will add so much benefit to the game. I do have a question though. https://cdn.factorio.com/assets/blog-sync/fff-377-new-sbends.png For this image, and perhaps a point I missed, will we be able to also signal in-between these gaps now...
by yeahtoast
Mon Oct 03, 2022 8:30 pm
Forum: Modding help
Topic: Help Request: Automatic Train Painter Custom UI
Replies: 2
Views: 811

Help Request: Automatic Train Painter Custom UI

Hello all, I am the developer of the Automatic Train Painter mod, and I’m coming to you for some much-needed help. (Apologies if this is the wrong forum, it looked to be the most appropriate to me. If not, please point me in the right direction!) It’s often been requested to implement a way to add c...
by yeahtoast
Fri Jun 12, 2020 4:26 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 75221

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I am extremely happy that the module color is integrated into the beacon animation. I was debating making a mod for this but I won't have to now! One question, though: does the tower animation glow at night?
by yeahtoast
Tue Apr 28, 2020 7:13 pm
Forum: Modding help
Topic: Conditional for another mod's settings
Replies: 2
Views: 941

Re: Conditional for another mod's settings

Huh, turns out my issue was using .global instead of .startup for a startup setting... :oops: Good to know this is how this works.

Thanks for the help!
by yeahtoast
Tue Apr 28, 2020 6:49 pm
Forum: Modding help
Topic: Conditional for another mod's settings
Replies: 2
Views: 941

Conditional for another mod's settings

Hi there, is there a way to use a function like this one: if settings.global["mod-setting-1"].value then But referencing another mod's setting? How does one access remote mod settings? This code: settings.global["mod-setting-1"].value will always be nil since it's not part of the...
by yeahtoast
Thu Apr 09, 2020 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.18.18] Offshore pump sound when not pumping
Replies: 1
Views: 1789

[Rseding] [0.18.18] Offshore pump sound when not pumping

Hi guys, in the last FFF it was noted that pipes without liquid flowing still made sound and that this seemed to be an error. Given that, I find it odd that the offshore pump also makes a regular pumping sound even when the flow rate is 0/s. Is this intended? It feels very odd to me hearing this noi...
by yeahtoast
Sat Feb 29, 2020 4:26 pm
Forum: Ideas and Requests For Mods
Topic: [Art Request] Color mask for fluid wagon
Replies: 11
Views: 3158

Re: [Art Request] Color mask for fluid wagon

Mod has been released!

Unfortunately it's incompatible with Wagon Colors (and anything that uses Mooncat's mask) due to the way the mask graphics overlap if simultaneously enabled. Thus, I've ported the functionality of that mod into this one.
by yeahtoast
Mon Feb 24, 2020 5:13 pm
Forum: Ideas and Requests For Mods
Topic: [Art Request] Color mask for fluid wagon
Replies: 11
Views: 3158

Re: [Art Request] Color mask for fluid wagon

Provided the license isn't an issue, I'd prefer to port the functionality for simplicity's sake. If that's not possible, I'll just upload the png files.
by yeahtoast
Mon Feb 24, 2020 3:06 am
Forum: Ideas and Requests For Mods
Topic: [Art Request] Color mask for fluid wagon
Replies: 11
Views: 3158

Re: [Art Request] Color mask for fluid wagon

...so I got tired of waiting for an official fluid wagon color mask and have spent the better part of today creating one. I've more or less finished 2 of the 128 sprite rotations (pure horizontal and vertical) and I think they look pretty damn good. 20200223184437_1.jpg 20200223184410_1.jpg As you c...
by yeahtoast
Mon Jan 27, 2020 12:43 am
Forum: Resolved Problems and Bugs
Topic: [0.18.1] Mod Updates List Incorrectly Ordered
Replies: 1
Views: 2018

[0.18.1] Mod Updates List Incorrectly Ordered

Hi guys, this is admittedly a very minor bug, possibly not a bug at all, but I thought it weird behavior that probably could be fixed as part of polishing the game for full release. In the Mod menu, in the Updates tab, the list of mods with updates seems to default to reverse alphabetical order, eve...
by yeahtoast
Tue Sep 10, 2019 6:08 pm
Forum: Modding help
Topic: Restrict equipment to certain vehicles
Replies: 3
Views: 1084

Re: Restrict equipment to certain vehicles

Hmmm, I think this is already the case for my grid and equipment but I'll double check. How does this set the item to be vehicle specific? The grid has to be linked somehow to the vehicle prototype, right?
by yeahtoast
Tue Sep 10, 2019 2:26 pm
Forum: Modding help
Topic: Restrict equipment to certain vehicles
Replies: 3
Views: 1084

Restrict equipment to certain vehicles

I'm having an issue figuring out how to force new equipment items into being placed only in certain vehicles. Is this a property of the equipment-grid, or the equipment category, or the equipment item itself? Digging through mods where this has been accomplished has yielded no obvious solutions. e.g...
by yeahtoast
Sat Sep 07, 2019 5:50 pm
Forum: Ideas and Requests For Mods
Topic: [Art Request] Color mask for fluid wagon
Replies: 11
Views: 3158

Re: [Art Request] Color mask for fluid wagon

I would absolutely love a real vanilla fluid wagon color mask. Given that the devs might be trending in the direction of using more color masks (see FFF 311 and the train stop remains), would it be a stretch to have one for fluid wagons implemented as well?
by yeahtoast
Fri Jul 26, 2019 1:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
Replies: 9
Views: 5815

Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

I can barely see underground belts against dirt now Is your monitor not configured to display blue? The belts are blue=0.004, the dirt is blue=0.259 Blue isn't the problem here, as you can see in the entities. The issue is that both the dirt's and belts' pixels have R and G values that are extremel...
by yeahtoast
Fri Jul 26, 2019 4:44 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
Replies: 9
Views: 5815

Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

I can barely see underground belts against dirt now:
20190725214248_1.jpg
20190725214248_1.jpg (347.4 KiB) Viewed 4444 times
by yeahtoast
Thu Jul 04, 2019 4:35 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 29079

Re: Version 0.17.54

Fixed that rails wouldn't build correctly if they had a fast_replaceable_group defined. (72699)
Thanks for this!
by yeahtoast
Sun May 12, 2019 8:55 pm
Forum: Modding help
Topic: Upgrade Planner / Fast replace modded rails
Replies: 1
Views: 1193

Upgrade Planner / Fast replace modded rails

I'm working on a mod that adds a new kind of rail, basically just a cosmetic change with a different recipe. I wanted the ability to use the Upgrade Planner to easily switch between rail styles, so I added these lines into the entities.lua. data.raw["straight-rail"]["straight-rail&quo...
by yeahtoast
Fri Mar 22, 2019 5:47 pm
Forum: Logistic Train Network
Topic: Using the LTN remote interface
Replies: 15
Views: 4540

Re: Extracting LTN Event Data for Use In Other Scripts/Functions

Welp that was stupidly simple and works like a charm. Thanks!
by yeahtoast
Fri Mar 22, 2019 4:58 am
Forum: Logistic Train Network
Topic: Using the LTN remote interface
Replies: 15
Views: 4540

Extracting LTN Event Data for Use In Other Scripts/Functions

For Automatic Train Painter, I'm trying to get trains dispatched by LTN to change color upon assignment and remain that way until they finish delivery. As the mod's current painting algorithm will unpaint empty trains automatically (which is fine post-delivery, but not pre-pickup), I was thinking to...
by yeahtoast
Wed Mar 06, 2019 4:21 am
Forum: Modding help
Topic: Adding fluid wagon support to Train Ore Color
Replies: 1
Views: 899

Re: Adding fluid wagon support to Train Ore Color

Huh, I actually figured it out. Just adding another for loop with train.get_contents replaced with train.get_fluid_contents, as well as adding another for loop earlier in the color processor for game.fluid_prototypes did the trick.

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