Search found 40 matches

by Xyfi
Wed May 17, 2017 5:02 pm
Forum: Technical Help
Topic: Game not recording mass-production achievements anymore.
Replies: 4
Views: 1894

Re: Game not recording mass-production achievements anymore.

daniel34 wrote:Thanks for the notice. Mass-production achievements are already fixed for 0.15.12, the next release.
Thanks for the update.

Is there a bug report for the Circuit veteran and Computer age achievements? I would like to keep track of those.
by Xyfi
Wed May 17, 2017 12:25 pm
Forum: Technical Help
Topic: Game not recording mass-production achievements anymore.
Replies: 4
Views: 1894

Game not recording mass-production achievements anymore.

Hey guys, I am currently achievement-hunting and according to my production tab I Have produced 26K red circuits in the last hour, but I have not gotten the achievement (Curcuit Veteran). I also don't seem to get anymore progress trowards the Mass Production achievement (Produce 20 million Green Cur...
by Xyfi
Fri May 05, 2017 8:38 pm
Forum: Duplicates
Topic: [0.15.8] Crash when transfering chain signals
Replies: 0
Views: 669

[0.15.8] Crash when transfering chain signals

When I tried to transfer chain signals to another player the game crashed. Repeated the action multiple times to confirm the crash. When other players tried to tranfer chain signals to me the game also crashed for them but my game (server) kept running. Altough my game kept running the other players...
by Xyfi
Sat Jul 30, 2016 7:57 pm
Forum: Technical Help
Topic: Vsync Option
Replies: 1
Views: 1390

Re: Vsync Option

I don't remember whether I had vsync on before the update, but the tearing is unbearable now, even when going back to 13.11. (So I guess it was on) Please come up with a fix, because it is downright unplayable atm. I've installed that latest AMD drivers, tried playing the game in compatability-mode,...
by Xyfi
Tue Aug 04, 2015 11:45 am
Forum: Won't implement
Topic: Influence a train's speed ingame.
Replies: 3
Views: 4481

Re: Influence a train's speed ingame.

Wouldn't it work to add friction modifier to rails? Would work nicely with potential fuel acceleration modifier that was requested in different thread. No. If you try to access any of these modifiers: effectivity_modifier consumption_modifier friction_modifier You get the following error: Callable ...
by Xyfi
Mon Aug 03, 2015 12:54 pm
Forum: Mods
Topic: [0.12.0] Monorails
Replies: 5
Views: 15920

Re: [0.12.0] Monorails

dim5's Trains has electric-locomotives, maybe you can use it as a reference :).
by Xyfi
Mon Aug 03, 2015 12:22 pm
Forum: Mods
Topic: [MOD 0.12.11+] Concreted Rail Tracks
Replies: 40
Views: 43595

Re: [MOD 0.12] Concreted Rail Tracks

cpy wrote:Why not also make transparent one?

http://i.imgur.com/JtEZUQd.png
Looks great, but feels a bit cheaty in my opinion, don't you think? :roll:

What recipe would you use for that?
by Xyfi
Mon Aug 03, 2015 12:18 pm
Forum: Won't implement
Topic: Influence a train's speed ingame.
Replies: 3
Views: 4481

Influence a train's speed ingame.

I've been working with hitzu on the Concreted-rail mod , which is just a "Non-game changing mod". He asked me wether it would be able to influence a trains speed based on the type of rail it's driving on, sadluy after some research I had to tell him no. But it would be great to influence a...
by Xyfi
Mon Aug 03, 2015 12:03 pm
Forum: Modding help
Topic: Modul to Turret
Replies: 1
Views: 1445

Re: Modul to Turret

My easiest guess would be that turrets don't support modules at the moment, only certain entities support modules.
by Xyfi
Sun Aug 02, 2015 3:59 pm
Forum: Mods
Topic: [MOD 0.12.11+] Concreted Rail Tracks
Replies: 40
Views: 43595

Re: [MOD 0.12] Concreted Rail Tracks

Very nice idea. The rails almost hide in the concrete. Might like to have the actual track stand out a little. With increased costs it would be natural to expect some improvement to regular rails. If the game uses friction/drag you could reduce the wheels friction, perhaps allowing for greater spee...
by Xyfi
Sun Aug 02, 2015 12:15 am
Forum: Modding help
Topic: How i can read state of circuit network
Replies: 7
Views: 4725

Re: How i can read state of circuit network

Working on my new mod i found problem, i can't read state of circuit input connected to entity. May be someone can help me? mouse over it and it'll appear on the right otherwise connect that input network to a power pole and mouse over the pole I don't think that's what he meant. Since this is the ...
by Xyfi
Sat Aug 01, 2015 1:21 pm
Forum: Modding help
Topic: Reading a GUI element's current width?
Replies: 4
Views: 2339

Re: Reading a GUI element's current width?

I believe it's minimum_width and maximum_width.
by Xyfi
Sat Aug 01, 2015 11:47 am
Forum: Implemented mod requests
Topic: Entity.current_fuel_type
Replies: 8
Views: 8624

Re: Entity.current_fuel_type

Choumiko wrote:Seems only valid for cars/tanks, sadly not for locomotives
There isn't a way to change the entities settings in entity.lua during the game right?
by Xyfi
Sat Aug 01, 2015 11:37 am
Forum: Ideas and Requests For Mods
Topic: [Need help] Concrete covered rails
Replies: 4
Views: 6708

Re: [Need help] Concrete covered rails

They look awesome! Send me a P.M. with a link to the sprites and I'll create a simple mod for you allowing you to make a custom recipe (with concrete instead of stone maybe?) for these rails ingame. If I have the time later next week I can try to change the trains' behaviour based on the type of rai...
by Xyfi
Sat Aug 01, 2015 11:25 am
Forum: Modding help
Topic: Overwrite rocket silo message / behavior?
Replies: 4
Views: 2541

Re: Overwrite rocket silo message / behavior?

Ah, did not noticed the event, my bad :D The script explanes much, however, if i hook the same event, is the freeplay script called first or my function? Can i disable the freeplay script somehow? I don't think so. The rocket-lauch event is the end goal of the freeplay scenario, so you would have t...
by Xyfi
Sat Aug 01, 2015 10:37 am
Forum: Implemented mod requests
Topic: Entity.current_fuel_type
Replies: 8
Views: 8624

Re: Event .on_player_entered_vehicle & Entity.current_fuel_type

Choumiko wrote:For on_player_entered see https://forums.factorio.com/forum/vie ... =10#p91784

I'd love being able to change acceleration, friction etc via control.lua
You can. These variables are part of entity. And thanks for the info.
by Xyfi
Sat Aug 01, 2015 10:28 am
Forum: Modding help
Topic: Overwrite rocket silo message / behavior?
Replies: 4
Views: 2541

Re: Overwrite rocket silo message / behavior?

Come on people, use the wiki... ;)
by Xyfi
Fri Jul 31, 2015 1:12 pm
Forum: Implemented mod requests
Topic: Entity.current_fuel_type
Replies: 8
Views: 8624

Re: Event .on_player_entered_vehicle & Entity.current_fuel_type

And maybe having API for dedicated fuel slot that actives with key? Like nitrous boost! Extra fuel slot would start to use fuel from that slot and modify effectivity_Modifier and consumption_Modifier when you press some key. So event.on_key_pressed already exists or not? That would be nice to know,...
by Xyfi
Fri Jul 31, 2015 11:58 am
Forum: Modding help
Topic: Fuel that increase acceleration
Replies: 13
Views: 6240

Re: Fuel that increase acceleration

I search find_entities_filtered on the wiki and was lead to Lua/Surface.

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