Search found 98 matches

by CmdrKeen
Sun Aug 25, 2019 1:52 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 128388

Re: Friday Facts #309 - Controversial opinions

Here's my take on things: Inserters should not chase items Please do this for any and all performance updates possible. The inserters would be maybe the first of things I would touch on for performance. The second would be precalculating the power network in such a way to allow the game to calculate...
by CmdrKeen
Sat Jun 01, 2019 12:57 am
Forum: Modding interface requests
Topic: Add render_player and render_to_forces to other entities
Replies: 1
Views: 906

Add render_player and render_to_forces to other entities

I'm looking to implement line of sight for a combat related mod, and I would like to have render_player and render_to_forces added to LuaPlayer, LuaCar, and LuaUnit in order to do so.

Bonus points for adding alpha level (per force) to implement cloaking equipment.
by CmdrKeen
Sun May 12, 2019 11:01 pm
Forum: Modding help
Topic: can't find mod via in-game search
Replies: 0
Views: 732

can't find mod via in-game search

My portable install of Factorio downloads updated copies of my mod from the mod portal just fine. However, a new steam install won't even find it in the mod-search. Has anyone else encountered this before?

mod located here: https://mods.factorio.com/mod/testing-resources
by CmdrKeen
Sat Mar 24, 2018 3:33 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 58173

Re: Friday Facts #235 - 0.16 stable

will screen space shadows be possible with the new shader model access?
by CmdrKeen
Tue Mar 13, 2018 11:38 pm
Forum: Mods
Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
Replies: 16
Views: 17267

Re: [Mod 0.13.0+] Compound Splitters 0.2.1

This mod is hereby abandoned by the author. The most recent version is attached.
by CmdrKeen
Tue Mar 13, 2018 11:36 pm
Forum: Mods
Topic: [0.15.12+] Compound Furnaces 0.0.9
Replies: 5
Views: 3509

Re: [0.15.12+] Compound Furnaces 0.0.12

Mod is abandoned as of today. The most recent version is attached.
by CmdrKeen
Tue Jan 23, 2018 12:34 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 23510

Re: [0.16.17] Crash one minute after loading save from 0.16.16

RexRox342 wrote:My game similarly crashes with no input and no mods after upgrading to 0.16.17. Potentially similar causes.
I'm able to reproduce this crash, although at a different tick on my machine.
by CmdrKeen
Fri Jan 12, 2018 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 9084

Re: Splitter inconsistency

Slightly smaller case using vanilla loaders and infinity chests: https://i.imgur.com/9ErgC7N.jpg The top left splitter does not preserve compression. that's not a bug, thats 1.5 belts feeding into the top two belts at the end. I'm sure the bottom two inputs are running slower than max speed. wait- ...
by CmdrKeen
Fri Jan 12, 2018 7:45 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424410

Re: Friday Facts #225 - Bots versus belts (part 2)

I think Stack inserters should lay the entire stack as one item on the belt. It worked well when I tried it out as a test in 0.12.x

I'd also like to see n-lane splitters of up to 5 belts. I made a mod that does this but would like to see an in-game version instead.
by CmdrKeen
Sun Jan 07, 2018 10:26 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 395270

Re: Friday Facts #224 - Bots versus belts

My suggestions for the changes with bot/belt mechanics. Merging logistic and construction bots into just Flying Robots. Thats a great change. Removing Active provider, Buffer and Requester chests and having just Passive provider and Storage chests. Flying Robots will do everything construction bots ...
by CmdrKeen
Fri Jan 05, 2018 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
Replies: 25
Views: 20697

Re: [kovarex] [0.16.7] Multiple splitters can uncompress belts

Full reproduction steps using the saves below: The save was made in .15 to test existing belt behavior on the bug. As expected, the belt will work as expected. (even under long times at game.speed = 100). Edit: when imported to .16, the belts display the same behavior as .15 - when the input flow is...
by CmdrKeen
Thu Jan 04, 2018 3:42 am
Forum: Duplicates
Topic: 16.13 drons wokr broken
Replies: 2
Views: 1146

Re: 16.13 drons wokr broken

Post the save?
by CmdrKeen
Tue Jan 02, 2018 5:12 pm
Forum: Won't fix.
Topic: [0.16.9] Gui window cut off in narrow screens
Replies: 1
Views: 1347

[0.16.9] Gui window cut off in narrow screens

Found this minor issue when using the window in split screen. some gui windows get cut off by the edge of the game window and trying to drag them into view reveals that the off-screen part of the gui doesn't render even when brought into view.
by CmdrKeen
Fri Dec 29, 2017 7:52 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
Replies: 25
Views: 20697

Re: [0.16.7] Multiple splitters can uncompress belts

CmdrKeen wrote:EDIT: workaround: increase splitter speed (tested at *1.1), but causes another bug
It's not a workaround, actually. :/
by CmdrKeen
Wed Dec 27, 2017 11:47 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.7][modded] beltspeed change in data-updates kills belts
Replies: 1
Views: 2180

[Rseding91] [16.7][modded] beltspeed change in data-updates kills belts

I found a bug while investigating the bug located here: forums.factorio.com/55645 I made a mod to test what I thought would be a workaround, and immediately encountered this bug. What happens is belts that appear to be affected by bug report 55645 have items that disappear and items that get stuck i...
by CmdrKeen
Wed Dec 27, 2017 9:52 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
Replies: 25
Views: 20697

Re: [0.16.7] Multiple splitters can uncompress belts

1-2-belt.jpg
1-2-belt.jpg (162.92 KiB) Viewed 17103 times
EDIT: workaround: increase splitter speed (tested at *1.1), but causes another bug
by CmdrKeen
Sat Dec 16, 2017 3:24 am
Forum: Duplicates
Topic: [0.16.3] Game load crashes at 89%
Replies: 5
Views: 1831

Re: [0.16.3] Game load crashes at 89%

I have the same issue and the issue is easily repeatable. setting the setting below in config.ini fixes the issue*.

Code: Select all

; Options: false, true, auto
texture-compression=false
*for me
by CmdrKeen
Thu Dec 14, 2017 6:21 am
Forum: Duplicates
Topic: [0.16.1]Crash on save load (EntityWithForce::checkNearbyForcesUnRegistration)
Replies: 1
Views: 839

[0.16.1]Crash on save load (EntityWithForce::checkNearbyForcesUnRegistration)

Crashed after loading the game to the point that the migrated content modal window pops up.

I tried reproducing the error but had no luck. Logs are provided as are the saves mentioned in the log.
by CmdrKeen
Thu Dec 14, 2017 2:40 am
Forum: Mods
Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
Replies: 16
Views: 17267

Re: [Mod 0.13.0+] Compound Splitters 0.2.1

Mod is updated to 0.4.0
by CmdrKeen
Wed Dec 13, 2017 11:11 pm
Forum: Modding interface requests
Topic: Making entity electric flow fields writable
Replies: 14
Views: 5317

Re: Making entity electric flow fields writable

There are other writable fields for the electric energy interface:

http://lua-api.factorio.com/0.15.40/Lua ... ity.energy

--edit: it might be UPS efficient to update the energy field once/second.

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