Search found 7 matches
- Thu Jul 07, 2016 6:31 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 36645
Re: [0.13] Make inserter stack bonus individually configurable
I would really like this. It is impossible to currently say "I want to put exactly five iron ore in this chest" with inserters as they are.
- Wed Jun 29, 2016 3:21 am
- Forum: Duplicates
- Topic: Crash on server start in docker
- Replies: 2
- Views: 1600
Crash on server start in docker
Attempting to get a server running in a docker container. Hacking on https://github.com/zopanix/docker_factorio_server, which isn't working out of the box for me either. I got it to create and load a new save, but it crashes on startup:
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# Creating a new map [save.zip]
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0.000 2016-06-29 03 ...
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# Creating a new map [save.zip]
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0.000 2016-06-29 03 ...
- Mon May 16, 2016 8:14 pm
- Forum: Modding help
- Topic: How to track all items of a type
- Replies: 2
- Views: 1429
Re: How to track all items of a type
Thanks, it seems to be working ok for me like that.
- Mon May 16, 2016 6:35 pm
- Forum: Modding help
- Topic: How to track all items of a type
- Replies: 2
- Views: 1429
How to track all items of a type
I have a new custom entity that I would like to track all instances of. My mod needs to check all of them for various conditions on every few ticks, so I would like to be able to iterate over them quickly and easily.
I have a couple of options:
1. Keep a global collection of entities and update it ...
I have a couple of options:
1. Keep a global collection of entities and update it ...
- Fri Apr 01, 2016 8:40 pm
- Forum: Mods
- Topic: [Mod 0.12.x] Creative Inventorys
- Replies: 6
- Views: 19673
Re: [Mod 0.12.x] Creative Inventorys
I really love this mod.
I made some modifications to my local copy to add a few features:
1. creative chests with adjactent belts pointing away from them will fill the belts to capacity.
2. void chests with incoming belts will clear the belts.
My code is in this gist: https://gist.github.com ...
I made some modifications to my local copy to add a few features:
1. creative chests with adjactent belts pointing away from them will fill the belts to capacity.
2. void chests with incoming belts will clear the belts.
My code is in this gist: https://gist.github.com ...
- Wed Mar 30, 2016 5:13 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 148282
Re: [MOD 0.12.11+] Blueprint String
This mod is a great help. I am working on some code to generate blueprints programmatically outside of factorio, and I have a few questions about the format:
It looks like the entities all have positions in half unit increments (0.5,-1.5) and so forth. What is the reason for this? Would it still ...
It looks like the entities all have positions in half unit increments (0.5,-1.5) and so forth. What is the reason for this? Would it still ...
- Thu Mar 10, 2016 3:40 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 303286
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Love this mod. One thing that would be cool is a custom name per train. I have a lot of trains that go to some stations, so just seeing "moving to coal pickup" doesn't really help me identify trains. It would be awesome if I could set a name per train and have the fat controller show me my friendly ...