Search found 68 matches
- 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 ...
- 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.
- 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
- 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.
https://imgur.com/a/8mvzb
Log file:
https://pastebin.com/SXKcvtmG
The save and the mod folder are provided in the previous post.
- 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...
- 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...
- 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?
- 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 ...
- 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.
- 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?
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...