[MOD 1.0+] Larger Lamps
Re: [MOD 0.17] Deadlock's Larger Lamps
I thought the config allows to specify excluded entities: https://github.com/Suprcheese/Squeak-Th ... config.lua
Disadvantage is, that the Squeak Through mod needs a new release after each change.
Just courious if the Picker tools, which provide a similiar option, are not affecting your lamps.
Disadvantage is, that the Squeak Through mod needs a new release after each change.
Just courious if the Picker tools, which provide a similiar option, are not affecting your lamps.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17] Deadlock's Larger Lamps
Yes, and I would have to pester them to update their list every time I add an entity, and then get them to change it again if I ever needed to change my entities' names. I have another mod in the works which adds about 30 new entities, some of them with pipe connections which ST is also notorious for shafting. So that's not happening. They could add a remote interface or just look for an opt-in flag in the entity prototype but they haven't.steinio wrote: βSun Jun 02, 2019 12:03 pm I thought the config allows to specify excluded entities: https://github.com/Suprcheese/Squeak-Th ... config.lua
Disadvantage is, that the Squeak Through mod needs a new release after each change.
I don't know. ST tries to shrink all collision boxes of all entities not on its blacklist, regardless of whether or not they are already smaller than the threshold required for a player character to move between, and regardless of whether or not the new collision box makes the sprites overlap stupidly. If Picker takes that entirely indiscriminate approach as well, then yes, it would, but I doubt it does, because that would piss people off. I can't vet every mod on the portal, especially not for an incredibly small and simple mod like this one which was supposed to be near-zero maintenance effort.Just courious if the Picker tools, which provide a similiar option, are not affecting your lamps.
- Stargateur
- Fast Inserter
- Posts: 159
- Joined: Sat Oct 05, 2019 6:17 am
- Contact:
Re: [MOD 0.17] Deadlock's Larger Lamps
Added on a already running game, I can craft copper 2x2 lamp but not electric one.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17] Deadlock's Larger Lamps
Fixed for next version, which won't be released until 0.17.70 is out.Stargateur wrote: βSat Oct 05, 2019 6:28 am Added on a already running game, I can craft copper 2x2 lamp but not electric one.
- Stargateur
- Fast Inserter
- Posts: 159
- Joined: Sat Oct 05, 2019 6:17 am
- Contact:
Re: [MOD 0.17] Deadlock's Larger Lamps
I'm not sure of the release process of factorio, is not the 0.17.69 considered as the stable and so we won't have new 0.17.z version soon ? Anyway, I don't really see why you wait for a new version, will wait for it so, thank you.Deadlock989 wrote: βSat Oct 05, 2019 11:34 amFixed for next version, which won't be released until 0.17.70 is out.Stargateur wrote: βSat Oct 05, 2019 6:28 am Added on a already running game, I can craft copper 2x2 lamp but not electric one.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17] Deadlock's Larger Lamps
Experimental releases in the past have usually slowed down after the first stable release, but they still happen. 0.16 had more than one stable release if I remember correctly. 0.17/0.18 are going to run a bit differently to previous versions, see FFF #314.Stargateur wrote: βSun Oct 06, 2019 11:53 am I'm not sure of the release process of factorio, is not the 0.17.69 considered as the stable and so we won't have new 0.17.z version soon ? Anyway, I don't really see why you wait for a new version, will wait for it so, thank you.
I am waiting for 0.17.70 because there is a new feature in it which will let me address another more important flaw in DLL, to do with large lamp glows not being rendered nicely when the lamps are just off the edge of the screen.
In the meantime you can enable the large lamp if you installed the mod after researching Optics with the following console command:
Code: Select all
/c game.forces["player"].recipes["deadlock-large-lamp"].enabled = true
Re: [MOD 0.17] Deadlock's Larger Lamps
Squeak Through was updated with the requested functionality.
viewtopic.php?p=461453#p461453
viewtopic.php?p=461453#p461453
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17] Deadlock's Larger Lamps
Not really. I still have to do extra work to stop ST screwing up my entities - and for some reason it gives players the option to simply turn off the results of that extra work in a setting (why??). What I requested was that ST only modifies vanilla entities and entities from mods which consciously opt-in.YunoAloe wrote: βTue Oct 15, 2019 12:29 pm Squeak Through was updated with the requested functionality.
viewtopic.php?p=461453#p461453
However I will remove the incompatible flag in DLL in the next version.
Re: [MOD 0.17] Deadlock's Larger Lamps
Can you please submit an update for this mod for 0.18?
The mod updater in-game says its not compatible due to dependency being 0.17.69
The mod updater in-game says its not compatible due to dependency being 0.17.69
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17] Deadlock's Larger Lamps
The mod was fully updated for 0.18, but because the mod portal version is marked as deprecated, Factorio won't detect the 0.18 version as an update. You can update it manually and it should still work in 1.0 as far as I know.
The mod has a GNU GPLv3 license so anyone is free to take over the mod and upload updated versions as long as they stick with the same license. Alternatively if you want the current mod transferred to you, ask here on this thread.
Re: [MOD 0.17] Deadlock's Larger Lamps
Wasn't sure where to post this, and perhaps it will even be fixed in 1.1 this week but maybe not.
I've noticed this problem for a long time but at a particular zoom level and certain distance away from lights just out of line of sight of the actual lamp, it suddenly gets brighter. Example in bottom right corner: https://prnt.sc/vl3lfs
Edit: To explain further, if I change the zoom in that image just one notch, the lamp goes to normal brightness: https://prnt.sc/vl3ok6
I've noticed this problem for a long time but at a particular zoom level and certain distance away from lights just out of line of sight of the actual lamp, it suddenly gets brighter. Example in bottom right corner: https://prnt.sc/vl3lfs
Edit: To explain further, if I change the zoom in that image just one notch, the lamp goes to normal brightness: https://prnt.sc/vl3ok6
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 0.17] Deadlock's Larger Lamps
This sounds like one of several similar old bugs that have been fixed and reappeared and fixed and reappeared. I think it is again fixed again for 1.1.Splicer9 wrote: βTue Nov 17, 2020 11:40 pm Wasn't sure where to post this, and perhaps it will even be fixed in 1.1 this week but maybe not.
I've noticed this problem for a long time but at a particular zoom level and certain distance away from lights just out of line of sight of the actual lamp, it suddenly gets brighter. Example in bottom right corner: https://prnt.sc/vl3lfs
Edit: To explain further, if I change the zoom in that image just one notch, the lamp goes to normal brightness: https://prnt.sc/vl3ok6
There will be a minor update for Larger Lamps for 1.1 as well since no-one else took it on, nothing very exciting though, just a bit of polish.
Re: [MOD 1.0+] Larger Lamps
Thanks for the quick reply and information! Looking forward to the cool lighting update in 1.1. Thanks for all your hard work on all of the mods you have contributed to the community, I am enjoying IR very much and also look forward to its (hopeful) 1.1 update, despite all the naysayers.
Re: [MOD 1.0+] Larger Lamps
Hi! First of all: I really like your mods!
I couldn't find a place to post a suggestion, so I'm writing here. There are mods that add glass, such as AAI Industry. Have you thought about adding integration in the form of a recipe change for glass?
For example in AAI the lantern recipe is:
1 - glass
1 - iron plate
4 - copper cables
You could do the same for the big lamp, multiplied by two or something.
I couldn't find a place to post a suggestion, so I'm writing here. There are mods that add glass, such as AAI Industry. Have you thought about adding integration in the form of a recipe change for glass?
For example in AAI the lantern recipe is:
1 - glass
1 - iron plate
4 - copper cables
You could do the same for the big lamp, multiplied by two or something.
This text is written in broken English
greetings from the Russian Federation
greetings from the Russian Federation
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: [MOD 1.0+] Larger Lamps
Agreed - I'll submit a change to AAI for this (love the larger lamps btw!)Deadlock989 wrote: βMon May 16, 2022 3:59 pmI prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps).
My mods
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings