Search found 28 matches

by Metalface7
Fri Dec 01, 2017 11:10 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 93924

Re: Friday Facts #219 - Cliffs

I was literally just thinking about how awesom it would be to have cliffs about 2 days ago.
and this:
Avezo wrote:Let us build artificial cliffs with bricks and concrete too!
sounds like a great idea.
by Metalface7
Mon Nov 27, 2017 2:12 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 36079

Re: Friday Facts #218 - Import bpy, Export player

So does this mean you will provide support for changing colours on the Logitech Gaming Devices eventually?? It would be cool for my G13 gamepad to react to events in Factorio :) I second that. Third. Fourth. Btw: I'm using G910 keyboard and G502 mouse. Fifth. Same combo, and I've only seen a few ga...
by Metalface7
Sat May 06, 2017 6:55 pm
Forum: Ideas and Suggestions
Topic: More Filters for Stack Filter Inserters
Replies: 4
Views: 4724

More Filters for Stack Filter Inserters

Hello, I am trying to make a sorter for 5 different types of items, and the problem that I am running into is that in order to keep the belt unclogged, I have to use either a LOT of filter inserters that have 2-3 filtered items apiece, or some relatively complex combinator magic. Then I thought, &qu...
by Metalface7
Fri May 05, 2017 2:58 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 320052

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1

I seem to have a problem. So I have a copper mining outpost, a copper ore requesting station for smelting, a copper plate supplier after smelting, and a copper requester for circuits. Each requester has a minimum delivery size and a 1 train limit (I made the mistake of ignoring waiting bays). The tr...
by Metalface7
Wed May 03, 2017 1:59 pm
Forum: Not a bug
Topic: Memory Spike
Replies: 5
Views: 2387

Re: Memory Spike

Update: the game seems to clear most of it's GPU memory usage and put it in RAM when the game autosaves.
by Metalface7
Sat Apr 29, 2017 4:05 pm
Forum: Ideas and Suggestions
Topic: Train Fuel Scheduling Parameters
Replies: 2
Views: 1431

Re: Train Fuel Wait condition

I guess what I would need isn't a "wait" condition, I either need the trains to not skip over circuit-disabled stations, or not go to a refuel station at all if the fuel doesn't drop below, say 50%. Right now it appears that there is no way for the locomotive's fuel count to be interacted ...
by Metalface7
Sat Apr 29, 2017 3:26 pm
Forum: Ideas and Suggestions
Topic: Train Fuel Scheduling Parameters
Replies: 2
Views: 1431

Train Fuel Scheduling Parameters

I'm working on a rail system that only has trains running when completely necessary, but I have one issue: if I want the trains to keep their fuel topped off, I either a) have to have fuel supplies at each station, or b) have the train make routine stops at fueling stations after each time it runs. ...
by Metalface7
Wed Apr 26, 2017 11:43 pm
Forum: Not a bug
Topic: Memory Spike
Replies: 5
Views: 2387

Re: Memory Spike

I've always had it set to "all".
by Metalface7
Wed Apr 26, 2017 11:03 pm
Forum: Not a bug
Topic: Memory Spike
Replies: 5
Views: 2387

Re: Memory Spike

I have 16G RAM and 2G VRAM, so the amount for both shouldn't be an issue - the game only uses about 1.6G VRAM with High-res. It just seems odd that the game only starts stuttering when the RAM usage gets over 3G, even though I haven't really explored much beyond my starting point. Edit: The game jus...
by Metalface7
Wed Apr 26, 2017 6:50 pm
Forum: Not a bug
Topic: Memory Spike
Replies: 5
Views: 2387

Memory Spike

It appears that factorio sometimes has large spikes in RAM usage. Typically when I start the game with the new high-res settings, the game sits around 2.3 Gigs of RAM, but sometimes it balloons to over 3 Gigs, and the game then starts to stutter every 5-10 secs. However, this always happens when I q...
by Metalface7
Fri Apr 21, 2017 3:48 pm
Forum: Modding help
Topic: Updating graphics of installed mods
Replies: 4
Views: 2086

Re: Updating graphics of installed mods

In that case, how would I detect if one of the mods is installed (so I can use it in an if/then statement) without having to explicitly state it in a config file? Additionally, it appears that mods that I have added optional dependencies for are still overriding my icons. Does that mean I am forced ...
by Metalface7
Fri Apr 21, 2017 5:43 am
Forum: Modding help
Topic: Updating graphics of installed mods
Replies: 4
Views: 2086

Updating graphics of installed mods

Hello, I'm currently working on a personal project to replace icon graphics for parts of bob's and angels mods, and the process for changing the graphics for an item or recipe is not clear to me. Could someone offer help or maybe an example of a line that could accomplish this task? Additionally, ho...
by Metalface7
Wed Mar 29, 2017 5:27 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 76018

Re: Friday Facts #183 - Aiming for the release date

On the topic of map presets, would it be possible to implement a setting to force the prevalence of certain biomes? I would like to try a game with mostly desert, and it seems to be a relatively rare biome now.
by Metalface7
Thu Mar 09, 2017 10:39 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1404540

Re: Bugs & FAQ

The overlay for the pipe connection is not visible on the bottom of the Induction Furnace, as can be seen in the screenshot:
Image
by Metalface7
Tue Feb 28, 2017 1:03 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 86442

Re: Bob's Mod Graphics Update Discussion

To point out an example.... look at this topic https://forums.factorio.com/viewtopic.php?f=38&t=41815&start=40#p245636 none of the base game ores are the right colour, except maybe coal. Okay then, lets see... Bronze is okay. Brass I'd make look like a dirty yellow version of the bronze pla...
by Metalface7
Thu Feb 23, 2017 5:57 pm
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 86442

Re: Bob's Mod Graphics Update Discussion

Now, don't get me wrong here, I'm not trying to be picky, It's just that one of the biggest complaints I get is about things looking too much like each other. I think using the icons as they are now would be a step backwards to tackling this particular issue. That's exactly why I asked for feedback...
by Metalface7
Tue Feb 21, 2017 6:24 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 86442

Re: Bob's Mod Graphics Update Discussion

I've [semi] finished high-res icons for all of the real metals (I'm planning to do some wierd stuff for the alien metals); I didn't want to post all of them, so below is a preview of the brass icon. You can find the rest on my flickr: https://www.flickr.com/photos/135571020@N05/albums/72157678363662...
by Metalface7
Wed Feb 08, 2017 6:33 pm
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 86442

Re: Bob's Mod Graphics Update Discussion

I am interested in contributing to this project. I'm decent at creating materials in blender, so I'll see what I can do about some of the icons. Maybe even tech icons.
by Metalface7
Wed Jan 25, 2017 7:18 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 73386

Re: [MOD 0.14] AAI Vehicles: Miner

It appears that the miner can still function and move without being supplied with any sort of fuel.
by Metalface7
Wed Jun 29, 2016 1:08 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 143480

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Will this mod be updated to o.13 versions of bob's mods?

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