that looks like AAI LoadersIlliander42 wrote: βSat May 04, 2024 5:16 pmUnrelated, but which loader mod is that? (looks really cool, wanting to grab)
Search found 53 matches
- Sat May 04, 2024 6:39 pm
- Forum: Ideas and Suggestions
- Topic: Freehand lasso selection
- Replies: 3
- Views: 213
Re: Freehand lasso selection
- 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.
- 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
- 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, ...
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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)
- 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?
- 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...
- Tue Dec 12, 2023 4:02 am
- Forum: Ideas and Suggestions
- Topic: Enable/disable rows in personal logistics
- Replies: 1
- Views: 242
- 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
but currently there are 6 cases of nulls in the JSON. All of them caused by an empty image caption.If a member would be null, it is omitted from the JSON instead.
- 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.
- 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.
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.
- 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...
- 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...
- Mon Nov 13, 2023 9:34 pm
- Forum: Modding interface requests
- Topic: LuaPlayer.open_map(position, scale, surface)
- Replies: 9
- Views: 2690
- 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...