Search found 98 matches
- 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...
- 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.
Bonus points for adding alpha level (per force) to implement cloaking equipment.
- 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
mod located here: https://mods.factorio.com/mod/testing-resources
- 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?
- 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.
- 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.
- 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
I'm able to reproduce this crash, although at a different tick on my machine.RexRox342 wrote:My game similarly crashes with no input and no mods after upgrading to 0.16.17. Potentially similar causes.
- 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- ...
- 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.
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.
- 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 ...
- 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...
- 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?
- 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.
- 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
It's not a workaround, actually. :/CmdrKeen wrote:EDIT: workaround: increase splitter speed (tested at *1.1), but causes another bug
- 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...
- 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
EDIT: workaround: increase splitter speed (tested at *1.1), but causes another bug
- 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*.
*for me
Code: Select all
; Options: false, true, auto
texture-compression=false
- 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 providedas are the saves mentioned in the log.
I tried reproducing the error but had no luck. Logs are provided
- 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
- 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.
http://lua-api.factorio.com/0.15.40/Lua ... ity.energy
--edit: it might be UPS efficient to update the energy field once/second.