Search found 106 matches
- Tue Sep 01, 2015 3:33 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Initial Map Scan
- Replies: 33
- Views: 37138
Re: [MOD 0.12.x] Initial Map Scan
The only idea I have regarding reading mapgen settings is if you could somehow read the map exchange key from inside the game or on the initial game load. That contains the map gen settings which would give you the very small, small, medium, etc. and then you could change the scan reveal based on th...
- Tue Sep 01, 2015 2:48 pm
- Forum: Gameplay Help
- Topic: How many Small Pumps to feed 10 Steam Engines?
- Replies: 2
- Views: 5546
Re: How many Small Pumps to feed 10 Steam Engines?
Offshore pumps produce 60 water per second, small pumps can pump 30 water per second. You'll need to split the pipe into two pumps and then recombine it to accomplish what you're looking for. If you want to verify this yourself, you can go look at the prototypes in demo-entities.lua (offshore-pump) ...
- Tue Sep 01, 2015 2:41 pm
- Forum: Releases
- Topic: Version 0.12.6
- Replies: 47
- Views: 51917
Re: Version 0.12.6
Also getting the 404 error on the autoupdater. See attached log. 0.000 2015-09-01 10:39:55; Factorio 0.12.5 (Build 16594, win64) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "C:\Users\Vin\Programs\Factorio\Current Version\Vanilla\bin\x64\Factorio.exe" 0.000 Rea...
- Tue Sep 01, 2015 12:57 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Initial Map Scan
- Replies: 33
- Views: 37138
Re: [MOD 0.12.x] Initial Map Scan
First, thanks for the mod! Second - would it be possible to read mapgen settings and set the default initial reveal to equal the starting area? It doesn't sound like something that would be that simple, but I figured I'd ask. Then if people want to reveal more or less they can change the code themse...
- Mon Aug 31, 2015 11:30 pm
- Forum: Ideas and Requests For Mods
- Topic: Initial Map Scan
- Replies: 12
- Views: 13443
Re: Initial Map Scan
ratchetfreak wrote:register a event handler to on_init
That will then scan the map accordingly
Thank you both!Klonan wrote:<snip> custom scenario </snip>
- Mon Aug 31, 2015 8:27 pm
- Forum: Ideas and Suggestions
- Topic: loading gun turrets
- Replies: 6
- Views: 7247
Re: loading gun turrets
I don't have much control of what is placed inside. Autofill has console commands that you can tell it exactly what and how many to place inside of each entity type. See the original post at https://forums.factorio.com/forum/viewtopic.php?f=92&t=1612 and specifically the section under "Exa...
- Mon Aug 31, 2015 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Audible alert when gun turrets are out of ammo
- Replies: 12
- Views: 8491
Re: Audible alert when gun turrets are out of ammo
I'd actually like a low/no ammo warning for turrets. We are mostly talking here about state when there is no logistic network at all - with network it doesn't matter that much since it's quite trivial to provide ammo. I'd agree that it could be annoying - maybe add the low/no ammo warning as warnin...
- Mon Aug 31, 2015 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Audible alert when gun turrets are out of ammo
- Replies: 12
- Views: 8491
Re: Audible alert when gun turrets are out of ammo
IMO if a turret has less than 5-10 ammo stacks then it is in big trouble. There is a warning when turrets are totally dry, but knowing when they won't have ammo for the next wave is pretty damn important. In my opinion, a warning (particularly an audible one) should be reserved for "I have a p...
- Mon Aug 31, 2015 1:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.5][slpwnd] Music hardly ever being played
- Replies: 8
- Views: 4130
Re: [0.12.5][slpwnd] Music hardly ever being played
I think I've also experienced this, but it's hard to tell because I perceive the ambient sound (not music) as being silent, so I can't say definitively that 0.12.5 is more/less music. I didn't report it because I thought the problem was with my ears. :D For now, I open all the music in VLC and play ...
- Mon Aug 31, 2015 1:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Initial Map Scan
- Replies: 12
- Views: 13443
Initial Map Scan
Recently I've been starting a lot of new games, messing around with different plans for the early game and such. Instead of running around checking starting areas to see if I want to keep them, I've been using the console to reveal a 128x128 tile grid (around double the starting area) around me, wit...
- Sun Aug 30, 2015 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Audible alert when gun turrets are out of ammo
- Replies: 12
- Views: 8491
Re: Audible alert when gun turrets are out of ammo
I think this is a good idea, but I would like it to be "turret is out of ammo AND attempting to fire". This allows for a more demanding audio alert as it won't trigger when setting up turrets or other shenanigans where the player may have them intentionally empty. It doesn't even need to b...
- Sun Aug 30, 2015 10:52 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 458267
Re: [MOD 0.12.x] Natural Evolution v4.1.1 - All things Alien!
I have a question about the endgame of the mod. I'm looking for something that alters endgame biter behavior so they actually feel like they're a persistent threat. Currently, my experience with vanilla biters is that they are mildly obnoxious in that they can destroy distant outposts, but it doesn'...
- Sun Aug 30, 2015 3:57 am
- Forum: Gameplay Help
- Topic: Fluid Flow Physics
- Replies: 0
- Views: 3389
Fluid Flow Physics
Ever since I read this post on how distance affects liquid flow, I've been trying to figure out the exact math behind how fluids move from one place to another. I make some assumptions about information I've read being accurate; please do correct any wrong details in the following. My first question...
- Sat Aug 29, 2015 1:07 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
- Replies: 15
- Views: 32804
Re: [MOD 0.12.x] WrenchFu (and demonstrator)
To the best of my knowledge, this is not currently possible. It is also not possible to just make a machine open a custom GUI when clicked, which prompted WrenchFu to be created in the first place. Closing when you walk away is the best compromise I could find. Huh. Lack of ability to use keybinds ...
- Sat Aug 29, 2015 12:57 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
- Replies: 15
- Views: 32804
Re: [MOD 0.12.x] WrenchFu (and demonstrator)
Would it be possible to add a keybind to close the GUI, in addition to walking away? Other GUIs (inventory, machines) close when you press the "e" button and I found it a bit disorienting for it not to behave similarly. Very minor issue, but would be appreciated.
- Sat Aug 29, 2015 12:20 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
- Replies: 15
- Views: 32804
Re: [MOD 0.12.x] WrenchFu (and demonstrator)
This is a really cool meta-mod and thank you for taking the time to do it. It's not nearly as "fun" as putting new stuff into the game, but it can make the end gaming experience so much cleaner. I'm curious to see which mods will pickup support for it. Hopefully this will go a long way to ...
- Sat Aug 29, 2015 6:55 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 141843
Re: [MOD 0.12] Blueprint String
are you meant to unzip the mod before use? (Most games I mod you just keep the mod as there compressed self, so i never unpacked it.) I ask because when i try to export blueprints it tells me it was saved to the folder, But when i look for it no such folder exists. EDIT: I realized shortly after po...
- Fri Aug 28, 2015 4:12 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 611242
Re: Yuoki Industries - Informations, Suggestions, Questions
Thanks for all the new stuff Yuoki! Even just starting a new game, the tab re-arrangement is pretty nice. Looking forward to checking out all the new graphics and possibly trains.
- Fri Aug 28, 2015 2:39 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Long distance pipes and pumps
- Replies: 37
- Views: 333870
Re: Long distance pipes and pumps
Is this still accurate for 0.12.x ? I'm looking for information on transferring mostly oil over long (>100 tiles) distances, but also acid, petroleum gas and lubricant. Assuming you're not playing with any mods that change the properties of fluids, all base game fluids behave the same in regards to...
- Fri Aug 28, 2015 11:10 am
- Forum: Implemented Suggestions
- Topic: Store lubricant and water in barrels.
- Replies: 17
- Views: 12271
Re: Store lubricant and water in barrels.
The original poster wanted to discuss an existing idea for implementation in the base game, fully aware that the mod existed. He even said so in his first post. Your link added nothing to the discussion. I appreciate that you like mods, but trying to strangle discussion about the core game is closed...