mind if I ask you why you stopped your idea of automatic rail placement ?
from what I saw in your code, you put some work into it !
would you mind me using your idea to try to make a whole mod (I've got some ideas of how to do it !)?
Search found 235 matches
- Tue Feb 17, 2015 12:41 pm
- Forum: Mods
- Topic: ?automatic rail-placing? aka A* algorithm
- Replies: 12
- Views: 17334
- Tue Feb 17, 2015 11:05 am
- Forum: Won't implement
- Topic: Reload mod(s)
- Replies: 12
- Views: 12144
Re: Reload mod(s)
what about reloading one single mod ?
reloading mods is usefull to test WIP mods, but as far as I know, when a modification is made, it is not on all mods
reloading mods is usefull to test WIP mods, but as far as I know, when a modification is made, it is not on all mods
- Mon Feb 16, 2015 1:31 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
- Replies: 15
- Views: 26720
Re: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
Hi, your mod is quite awesome, but has one bug I'm clearly using : you can create lava in any crystaliser ! now, I know, I'm not supposed to do that but seriously, 1000 polution ? in the beginning of the item, ok, digging into the ground is not ecofriendly but ... after the hole is dug, the polution...
- Mon Feb 16, 2015 12:42 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89657
Re: [0.11.6]Filtered Splitters - Huge stability boost!
Hi ! thanks for this mod, I've maily been using it to feed my loading train stops, but I can see a whole lot of uses for it ! I have two things to say though : your filtering spliters are not able to handle construction bots, it seems they do not set an id to the filtering splitter => they don't wor...
- Tue May 27, 2014 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 7249
Re: Expanding The Function Of Lights
Light could also be used to modify how the turrets work, for instane, turrets could only fire at an enemy if he is in the light this could also lead to improving the turrets with modules -> infrared detectors that would need to be added to the turret understaning that, the creepers would most likely...
- Mon Mar 17, 2014 9:11 pm
- Forum: Show your Creations
- Topic: I made it rain!
- Replies: 4
- Views: 9475
Re: I made it rain!
Well, I think this is interesting,
and look prety great
I wan't to see the mod it will be in, So muck potential (Acid rains also ? or just normal rain)
-> rainWater pumps ? ie. getting watter from rain to power steam Engines
-> adding storm, and boltLight damaging Electric stuff ?
-> ?????
and look prety great
I wan't to see the mod it will be in, So muck potential (Acid rains also ? or just normal rain)
-> rainWater pumps ? ie. getting watter from rain to power steam Engines
-> adding storm, and boltLight damaging Electric stuff ?
-> ?????
- Sun Jan 05, 2014 4:44 pm
- Forum: News
- Topic: Friday Facts #15
- Replies: 6
- Views: 18978
Re: Friday Facts #15
if you wish, you can even use "plateforms" such as indiegamestand.com, or www.humblebundle.com, or others of that kind. of course,with day to day offers, you would not necessarily gain 10$ per games, but the two above have a store where the price is fixed, and would give you great visibili...
- Sat Jan 04, 2014 8:51 pm
- Forum: General discussion
- Topic: Factorio Items Map/Tree
- Replies: 8
- Views: 13688
Re: Factorio Items Map/Tree
In Friday Facts #6 (https://www.factorio.com/blog/post/fff-6) developers already make such graph which shows item relation for all available items at that time. So go and check that out if you haven't already. well, I remembered seeing a graph, but I remembered it was the tree of technologies ... a...
- Fri Jan 03, 2014 6:32 pm
- Forum: General discussion
- Topic: Factorio Items Map/Tree
- Replies: 8
- Views: 13688
Factorio Items Map/Tree
I discovered a amazing tool today : yEd : it allows to make cool graphs so I get the following idea : Create a map of all items int factorio, and link each of them to the items needed to create it, and to the item it is used to create. I spend some time doing it manually, (I know, I could have used ...
- Fri Jan 03, 2014 5:26 pm
- Forum: General discussion
- Topic: Do we need faster belts?
- Replies: 31
- Views: 16360
Re: Do we need faster belts?
I actually found transport belt cheated ! they allow to move stuff from one place to another energy-less ! I think the express belt should be removed, and for the other belts, they should have to be powered by belt station, which needs power to work and only support a number of items on a section (a...
- Fri Jan 03, 2014 11:09 am
- Forum: News
- Topic: Random Ramblings #13 Automated testing & new year overview
- Replies: 25
- Views: 26737
Re: Random Ramblings #13 Automated testing & new year overvi
I think you codded the character into the game in a way that does not allow you to implement multiplayer easily I think, by not thinking from the start : "what if we want to allow several players on the same map" see my point ? In the initial version the character was implemented in such ...
- Fri Jan 03, 2014 10:42 am
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 77413
Re: [Polls Closed] The signals
I just got another idea reading all said before : what if, there were comparators, sending binary signal from a network -> it would work just as it does with smart inserters, but could be linked directly to the smart inserter that way, the test would be set only one time. we could then imagine binar...
- Fri Jan 03, 2014 12:00 am
- Forum: News
- Topic: Random Ramblings #13 Automated testing & new year overview
- Replies: 25
- Views: 26737
Re: Random Ramblings #13 Automated testing & new year overvi
Actually code refactoring is fun and rewarding because it simplifies things and that gives one good feeling. We do it continuously, though maybe we could spend more time doing that, that is true. You know you are actually one of verry few programmers of the ones I know who says that? :D Most of the...
- Thu Jan 02, 2014 7:48 pm
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 77413
Re: [Polls Closed] The signals
I did not read all said before (because I do not have many time, and don't understand english easily enough) but I think wiring would be very, very interesting if there were the following features : -> the ability to send the signal of a non used inserter, giving the ability to know, for instance, i...
- Tue Dec 31, 2013 12:39 pm
- Forum: Show your Creations
- Topic: 12 furnaces + beacon
- Replies: 17
- Views: 35637
Re: 12 furnaces + beacon
I actually use a different layout, (for the transport belt I mean) it allows me to stack my "cooking sites" (I tried with four, I was creating over 10K/mins iron plates ^^) it works best with logistic chest at the output though ! anyway, my construction : factorio Cooking site.png (imagine...