Search found 8 matches

by Devious Null
Wed Jun 29, 2016 11:23 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 158919

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

I trawled this code to understand how GUIs can be implemented in Factorio. Happy to help too where I can. Anything specific I could look at? The big question at the moment is why the GUI shows but doesn't update with any of the non-default sensors activated. I suspect I might have an idea (some thi...
by Devious Null
Wed Jun 29, 2016 11:05 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120444

Re: [MOD 0.12.12+] Research queue 1.2.6

I fixed the performance issues on my multiplayer test server with the following changes, and I thought I would contribute them back so that everyone can benefit from them. Specifically, there were three things I fixed: 1. If a player has the RQ open when they go offline, the queue is still updated f...
by Devious Null
Sat May 14, 2016 7:27 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145409

Re: Bugs and problems

Thanks for the help ! Just tried it and I can feel the game is smoother. Being curious, what lines have you changed ? Most of the changes were around line 50. The base 5dim code did some processing for every train every 20 ticks, and my version just split the work so that 1/20th of the total number...
by Devious Null
Fri May 06, 2016 11:36 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145409

Re: Bugs and problems

I'm currently running 0.12.33 I've started the game with all 5dim mods activated (except ores) and I've only updated trains with your fixes and the one from Zolidus : In control.lua for trainmod. line 734 is commented out when i guess it should have been 733. and (not sure) but the word "wadon...
by Devious Null
Wed May 04, 2016 12:55 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145409

Re: Bugs and problems

I edited my files as you have indicated, power rails are now working and so are electric trains. One thing though, it seems they are killing my fps. Since I replaced all my network with electric trains, I've been running 2 trains at all-time, and up to 7 at the same time, running 2 trains is ok and...
by Devious Null
Mon Apr 25, 2016 12:22 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83330

Re: [MOD 0.12.x] Force Fields - energy powered walls

Firstly, thank you for your work on this mod.

I'd like to include your mod in a modpack I'm working on, but I can't seem to find a licence anywhere. Would you mind clarifying whether I have permission to redistribute (and possibly modify) this mod?
by Devious Null
Mon Apr 25, 2016 12:09 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209649

Re: [MOD 0.12.16] Upgrade planner - v1.1.9

I found and fixed a bug in this mod, and I thought I should contribute it back for everyone. In a multiplayer game I was playing, the game reliably crashed when an object was marked for deconstruction while another player was dead. In specific, this was caused by the automated deconstruction orders ...
by Devious Null
Sun Apr 24, 2016 11:54 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145409

Re: Bugs and problems

I have fixed three bugs in 5dim_trains version 3.0.0, and want to provide these fixes so that everyone can benefit from them. The first is that powered rails often don't create invisible power poles when they are placed. I fixed this by adding a check for the specific rail entity types and fixing a ...

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