Search found 68 matches

by tux_mark_5
Mon Apr 08, 2019 4:44 pm
Forum: Modding interface requests
Topic: Ability to position (and possibly resize) GUI elements by using X/Y coordinates.
Replies: 0
Views: 446

Ability to position (and possibly resize) GUI elements by using X/Y coordinates.

I recently have been looking for a way to manually position a few GUI elements using X and Y coordinates, but found no exact way to do it. This would be really useful, as Flows don't really fit in the scheme of things I'm trying to achieve. Basically, I'm trying to implement a user-customizable GUI ...
by tux_mark_5
Mon Jan 01, 2018 6:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1418430

Re: Development and Discussion

Any ETA on Angel's Logistics? My factory still uses quite a few items from Angel's Logistics mod and I can't migrate to 0.16 because of it.
by tux_mark_5
Fri Dec 29, 2017 12:12 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 38043

Re: [MOD 0.15] More Floors 1.2.3

I'd love to see a port of this to 0.16
by tux_mark_5
Wed Aug 02, 2017 8:31 pm
Forum: Resolved Problems and Bugs
Topic: Significant UPS drops when quickly hovering over entities
Replies: 5
Views: 2109

Re: Significant UPS drops when quickly hovering over entities

Updated screenshots:

https://imgur.com/a/8mvzb

Log file:

https://pastebin.com/SXKcvtmG

The save and the mod folder are provided in the previous post.
by tux_mark_5
Wed Aug 02, 2017 7:24 pm
Forum: Resolved Problems and Bugs
Topic: Significant UPS drops when quickly hovering over entities
Replies: 5
Views: 2109

Re: Significant UPS drops when quickly hovering over entities

A link with screenshots showing the UPS drop: https://imgur.com/a/nokNc A link with mods folder and the save in question: https://www.dropbox.com/sh/hktcnhj503uylz5/AAALGZSQeam7SZX8pdd_WK9ka?dl=0 This definitely happened with 0.15.31. If I had to guess, I'd say it happened with older versions too, b...
by tux_mark_5
Wed Aug 02, 2017 7:12 pm
Forum: Resolved Problems and Bugs
Topic: Significant UPS drops when quickly hovering over entities
Replies: 5
Views: 2109

Significant UPS drops when quickly hovering over entities

Hello, I'm playing a modded game with around 145 Factorissimo surfaces. The game runs fine most of the time (60/60), but it sometimes stutters. I've noticed that stuttering happens when I move my mouse across different entities. Quickly moving mouse around entities (of any type) causes "Chart R...
by tux_mark_5
Sun Jul 30, 2017 7:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1248850

Re: Bugs & FAQ

Lithia water from Bob mods can't be barreled anymore - is this on purpose?
by tux_mark_5
Wed Apr 05, 2017 12:51 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 133935

Re: [MOD 0.14.21] ShinyBob_v0.14.10

I absolutely despise the way the mod silently changes some things. You have to spend unnecessary amount of time figuring if the mod will silently mess something up for you. Furthermore, the config file is a mess. Graphics options are intertwined between behavioral changes, so you have to read it in ...
by tux_mark_5
Mon Apr 03, 2017 12:44 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1418430

Re: Development and Discussion

This might be a stupid question: what's the latest version of the smelting mod? I've seen people refer to 0.2.1, but in mod portal I only see 0.1.4.
by tux_mark_5
Sat Jul 23, 2016 12:46 pm
Forum: Modding help
Topic: Detect biter nest spawning
Replies: 1
Views: 721

Detect biter nest spawning

Is there a way to detect when a unit-spawner or a turret is created on a surface?
by tux_mark_5
Fri Jul 22, 2016 11:35 pm
Forum: Not a bug
Topic: [13.10] find_entities_filtered is sometimes very slow
Replies: 1
Views: 816

[13.10] find_entities_filtered is sometimes very slow

When using find_entities_filtered to find a player under specific position in every 4th tick, factorio lags massively. This worked fine (with no performance penalty) in 13.9. The code is used in Magnet mod to check if the player is active (whatever that means). Basically, running this code every sev...
by tux_mark_5
Tue Mar 08, 2016 1:17 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 572503

Re: Yuoki Industries - Informations, Suggestions, Questions

Regarding help, you really can't help Yuoki, unless you are good with modeling and making sprite art. He doesn't really want help with spellings. ;) If you want to offer locale translation, feel free to submit it here. You don't need a github to get that going. Has Yuoki provided any justification ...
by tux_mark_5
Mon Mar 07, 2016 10:30 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 572503

Re: Yuoki Industries - Informations, Suggestions, Questions

Very well, if you don't want objective criticism, then I won't provide it. All I wanted is to make Factorio more fun indirectly by improving quality of it's mods - mods are one of the selling points of Factorio. I thought you of all people understood that. The more people play the game, the more mod...
by tux_mark_5
Mon Mar 07, 2016 8:34 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 572503

Re: Yuoki Industries - Informations, Suggestions, Questions

The typos and grammar errors are on purpose. As for some of the recipe names, there are reasons for them I doubt that. BP-CAT-28 stands for Bergius Process Catalyst #28, of course. But you don't really need to know that to use it. In my post I was referring to the "make some" part of the ...
by tux_mark_5
Mon Mar 07, 2016 6:08 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 572503

Re: Yuoki Industries - Informations, Suggestions, Questions

So I've been trying this mod and I find it's graphics beautiful. However one negative thing that keeps me from fully enjoying the mod is improper English: even I'm not a native English speaker myself, but I can't help but to notice typos (e.g. Blue Unified Sciene ), non-english words (e.g. Argonomie...
by tux_mark_5
Fri Mar 04, 2016 8:47 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 208539

Re: Friday Facts #128 - Back down to earth

In my opinion, the proposed Loader is nowhere close to OP. I play factorio primarily with full set of Bob's mods, which add crazy additional complexity to production chains. As such there are much more items to manage and juggle all over the place. Because of this, belts are even less useful in ther...
by tux_mark_5
Fri Sep 11, 2015 5:41 pm
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 52042

Re: Bug reports

When using Bob's mods & RSO, RSO causes Nickel ore, Sulfur patches and Cobalt ore to spawn on the map. Even when these 3 ores are added to ignoreConfig, they spawn on the map anyway. These 3 ores have been disabled in Bob's mods by default for quite a while and shouldn't spawn when used in conju...
by tux_mark_5
Fri May 22, 2015 7:50 pm
Forum: General discussion
Topic: Opening the source?
Replies: 36
Views: 22885

Re: Opening the source?

Small request to developers: would it be possible to link the next version of factorio on linux with -rdynamic flag? This would export all symbols in such a way that they can be accessed by the dynamic linker and so native factorio plugins could make use of factorio's internals. This way one could b...
by tux_mark_5
Sun May 17, 2015 11:41 am
Forum: General discussion
Topic: Opening the source?
Replies: 36
Views: 22885

Re: Opening the source?

Lua scripts usually have little impact on game performance, I talked with one of the devs about that quite recently. I also asked them if they'll move to luajit at some point, but according to what he said there is no need for that. Maybye in the future they'll do that, when mods/game will use much...
by tux_mark_5
Sun May 17, 2015 12:13 am
Forum: General discussion
Topic: Opening the source?
Replies: 36
Views: 22885

Re: Opening the source?

In my opinion, the current modding API is quite limited (and yes, I get it that neither the game, nor the modding api is "completed" yet). It works well for content mods that add similar things to the game compared to the ones we already have (Bob's mods, DyTech, etc). However, the moment ...

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