Search found 53 matches

by BrainGamer_
Sat May 04, 2024 6:39 pm
Forum: Ideas and Suggestions
Topic: Freehand lasso selection
Replies: 3
Views: 213

Re: Freehand lasso selection

Illiander42 wrote: ↑
Sat May 04, 2024 5:16 pm
Unrelated, but which loader mod is that? (looks really cool, wanting to grab)
that looks like AAI Loaders
by BrainGamer_
Sun Apr 28, 2024 3:09 pm
Forum: Off topic
Topic: Techtonica makes me depressed. Factorio could be real 3D
Replies: 23
Views: 1768

Re: Techtonica makes me depressed. Factorio could be real 3D

tbh the only way I can see a "3D" Factorio work is identical to how Anno games are "3D". Actual 3D models and an orbiting camera but everything is still built on a (flat) plane.
by BrainGamer_
Wed Apr 24, 2024 1:04 am
Forum: Technical Help
Topic: Specific version
Replies: 2
Views: 258

Re: Specific version

you could try the method described here to recover your blueprints: 94427
by BrainGamer_
Thu Apr 18, 2024 8:13 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4353

Re: make more entity prototypes support rotation

when an entity has a square collision box rotation effectively is just a variation but if its not a square and the collision box also needs to adapt that would then be a rotation right? ignoring other things that would need to also adapt like potential fluidboxes, wire connection points, ...
by BrainGamer_
Sat Apr 13, 2024 2:50 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 151
Views: 19846

Re: Friday Facts #406 - Space Age Music

I can't say with any certainty that the whole new soundtrack is gonna be out of place, but from the samples provided I don't really feel it's fitting the classic Factorio vibe. To me, Factorio soundtrack always associated with machinery, with whirrs and clanks and electrical buzzes, with guttural r...
by BrainGamer_
Wed Mar 06, 2024 2:48 pm
Forum: Ideas and Suggestions
Topic: record Planet names inside blueprints
Replies: 5
Views: 419

Re: record Planet names inside blueprints

It would be useful to record the mods of the entities, items, recipes, and tiles inside the blueprint . In addition to the benefits above, I'd be able to support search for blueprints without a specific mod. As part of my project to render modded blueprints I made Blueprint Meta Info . It adds used...
by BrainGamer_
Tue Mar 05, 2024 12:28 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1695

Re: [Factorio Mod Portal] Allow edits to title and/or category

Both Gitlab & GitHub provide full control of the bug item, except that it can't be deleted. And it's very common when the ticket author changes the title and there's no shame in doing so. This works because changing the title produces a clear message in that thread about the title changing from...
by BrainGamer_
Mon Feb 12, 2024 11:03 pm
Forum: Resolved Requests
Topic: EntityPrototype.remove_decoratives bool coercion
Replies: 2
Views: 252

EntityPrototype.remove_decoratives bool coercion

Document that EntityPrototype.remove_decoratives coerces the boolean values true / false to "true" / "false" respectively. Additionally since apparently a lot of these coercion cases have been removed in 1.2/2.0/younameit removing this case aswell might be good. Alternatively cha...
by BrainGamer_
Sat Feb 10, 2024 10:44 am
Forum: Wiki Talk
Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Replies: 14
Views: 5875

Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons

Another wiki that has to handle several DLCs is the Hollow Knight wiki.
It also uses prefixed icons to do so (but also has separate sections for DLC specific groupings sometimes).
See the pages about enemies and bosses for example.
by BrainGamer_
Fri Jan 12, 2024 3:20 am
Forum: Resolved Requests
Topic: IconData icon_size not marked optional
Replies: 1
Views: 281

IconData icon_size not marked optional

The icon_size property on IconData should be marked optional since it is not always required (as mentioned in its description)
by BrainGamer_
Thu Jan 11, 2024 3:15 pm
Forum: Resolved Requests
Topic: Prototype docs machine format instance_limit is a string
Replies: 3
Views: 484

Re: Prototype docs machine format instance_limit is a string

Will this only be fixed for 1.1.102 and onwards or retroactively changed for previous versions aswell?
by BrainGamer_
Wed Jan 10, 2024 10:48 am
Forum: Cheatsheets / Calculators / Viewers
Topic: FactorioCalc: a Python module to help you symbolically plan your factory
Replies: 3
Views: 845

Re: FactorioCalc: a Python module to help you symbolically plan your factory

The companion mod, Recipe Exporter, provides the recipe data. I guess this didn't exist 2 years ago yet but now you can use the --dump-data CLI arg to get factorio to dump the entire data.raw table as a JSON file ( with some quirks ) and use that to get recipes, items, etc instead of a custom compa...
by BrainGamer_
Tue Dec 12, 2023 4:02 am
Forum: Ideas and Suggestions
Topic: Enable/disable rows in personal logistics
Replies: 1
Views: 242

Re: Enable/disable rows in personal logistics

I guess you'll have to wait for 2.0 to get logistic groups :D

https://factorio.com/blog/post/fff-382
by BrainGamer_
Mon Dec 11, 2023 12:06 am
Forum: Resolved Requests
Topic: Prototype docs machine format has nulls
Replies: 1
Views: 383

Prototype docs machine format has nulls

as a general note the docs state that
If a member would be null, it is omitted from the JSON instead.
but currently there are 6 cases of nulls in the JSON. All of them caused by an empty image caption.
by BrainGamer_
Sun Dec 10, 2023 11:59 pm
Forum: Resolved Requests
Topic: Prototype docs machine format instance_limit is a string
Replies: 3
Views: 484

Prototype docs machine format instance_limit is a string

The documentation for the machine readable prototype doc format specifies that the instance_limit for prototypes is a number but in the actual json it is a string of a number.
by BrainGamer_
Sat Dec 09, 2023 4:02 am
Forum: Fan Art
Topic: Factorio Blueprint Visualizer
Replies: 2
Views: 884

Re: Factorio Blueprint Visualizer

Those look pretty neat. I love the idea of visualizing the BPs in a more abstract manner!

I've been working on my own BP renderer for a while now and this seems like something that could be added as another misc blueprint tool next to a bunch of others.

Really nice job.
by BrainGamer_
Thu Dec 07, 2023 4:29 am
Forum: Documentation Improvement Requests
Topic: RollingStock wheels position
Replies: 1
Views: 354

Re: RollingStock wheels position

Alright this has been solved after taking a look at how FBSR does this and with some help from the mod-making channel on discord . First of all one thing I didn't knew before is that rolling-stocks (or vehicles in general maybe?) don't directly use the orientation to get the corresponding sprite but...
by BrainGamer_
Thu Nov 23, 2023 11:45 am
Forum: General discussion
Topic: HDR
Replies: 22
Views: 5047

Re: HDR

To be fair HDR for PCs is still just in a very very messy state. When I was still using Windows I tried to enable HDR multiple times over the years but all the SDR content always looked immediately way worse and lots of games don't implement HDR well at all too. Additionally taking any screenshots o...
by BrainGamer_
Mon Nov 13, 2023 9:34 pm
Forum: Modding interface requests
Topic: LuaPlayer.open_map(position, scale, surface)
Replies: 9
Views: 2690

Re: LuaPlayer.open_map(position, scale, surface)

Thebri wrote: ↑
Mon Nov 13, 2023 9:11 pm
At least for 2.0 we will need this.
I asked about it on discord a month ago and the answer was "sure" so it seems very likely this will be a thing :D
by BrainGamer_
Mon Nov 13, 2023 8:52 pm
Forum: Documentation Improvement Requests
Topic: RollingStock wheels position
Replies: 1
Views: 354

RollingStock wheels position

How are the positions for the wheels of a rolling-stock determined? My current implementation uses the joint_distance and then rotates that according to the orientation of the entity but I seem to be missing some vertical offset (and the horizontal offset also seems to not fit perfectly). let offset...

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