Search found 38 matches

by dauphin
Fri Sep 28, 2018 8:00 pm
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 6706

Re: 0.17 Unit & AI additions

First and foremost, this will be a total game-changer for Robot Army, and I am now extremely excited for 0.17. Does "Units will now avoid pathing through all friendly entities, as opposed to the old behaviour of only avoiding same-force entities" mean that units will intelligently avoid pathing thro...
by dauphin
Fri Jan 19, 2018 7:12 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 19
Views: 3501

Re: Circuit network connections for splitters

I, too, would very much like to see this happen. Some really, really cool designs could come out of this. For one, it would be an interesting alternative for making sushi belts.
by dauphin
Fri May 12, 2017 2:27 pm
Forum: Implemented mod requests
Topic: Option in prototype for units to be immune to belt movement
Replies: 6
Views: 873

Re: Option in prototype for units to be immune to belt movement

This would be really great for the Aircraft mod. Aircraft being affected by belts feels really silly, but it's unavoidable currently since they have to use the standard ground vehicle prototype.
by dauphin
Sun May 07, 2017 3:17 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 12518

Re: 0.15 - plans?

I'll just randomly chime in here and say I'd really like to see support re-added for a small barrelling entity. I'm an unapologetic logistics-bot-abuser, and my 0.14 saves had massive oil processing facilities that relied on inline barreling and unbarrelling in the 2x1 pumps with a bare minimum of ...
by dauphin
Sat May 06, 2017 7:53 pm
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 12518

Re: 0.15 - plans?

I'll just randomly chime in here and say I'd really like to see support re-added for a small barrelling entity. I'm an unapologetic logistics-bot-abuser, and my 0.14 saves had massive oil processing facilities that relied on inline barreling and unbarrelling in the 2x1 pumps with a bare minimum of p...
by dauphin
Fri May 05, 2017 7:14 pm
Forum: Duplicates
Topic: 0.15.8 trains broke
Replies: 42
Views: 5609

Re: 0.15.8 trains broke

TruePikachu wrote:Duplicate of viewtopic.php?f=7&t=46513
haha, you're doing a great job of keeping up with this stuff, but I don't think this bug can be a duplicate of itself. ;)
by dauphin
Fri May 05, 2017 6:38 pm
Forum: Duplicates
Topic: [0.15.8] Car + small rock = crash
Replies: 6
Views: 429

Re: [0.15.8] Car + small rock = crash

It's possible this may be a duplicate of viewtopic.php?f=7&t=46518 and others - some are suggesting it's an issue with mousing over your own vehicle while being in it?
by dauphin
Fri May 05, 2017 6:34 pm
Forum: Duplicates
Topic: [0.15.8] Car + small rock = crash
Replies: 6
Views: 429

Re: [0.15.8] Car + small rock = crash

I didn't think I would need it, so I didn't copy it. Where can i find the file? Do you know where the mods folder is located? or where the save games are? If you do, just go one directory up from either of those locations, and you should find a factorio-current.log file. Assuming you haven't restar...
by dauphin
Fri May 05, 2017 6:33 pm
Forum: Duplicates
Topic: [0.15.8] segfault while.... not doing much of anything?
Replies: 1
Views: 338

[0.15.8] segfault while.... not doing much of anything?

I was flying in my airplane, over land. Surveying for a place to put my first ever nuclear power plant. Up north-east of my coal plant, in the area surrounded on 3 sides by lake. The game froze and then gave the fatal error message. 0.000 2017-05-05 13:06:23; Factorio 0.15.7 (build 29468, mac, alpha...
by dauphin
Mon May 01, 2017 1:00 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 111
Views: 29307

Re: [MOD 0.14.x] Bottleneck

Sorry for the delay in reporting on this - I just kept forgetting to actually let the game update. Sure enough, updating did the trick!
by dauphin
Fri Apr 28, 2017 5:27 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 111
Views: 29307

Re: [MOD 0.14.x] Bottleneck

Running your update for 0.15, I seem to get green icons only on running miners. Other entities (e.g. assemblers) only ever show up as red or yellow - yellow when output is blocked, and red at all other times.

It's a fresh game, with no previous version of Bottleneck installed.
by dauphin
Fri Feb 03, 2017 10:07 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 24192

Re: Friday Facts #176 - Belts optimization for 0.15

I assume one of the big caveats for the performance increase on the belts is that, in order to render, you still have to calculate the absolute position of each item on the belt? you don't have to separately calculate each one. you calculate the first one, then just increment it in the appropriate ...
by dauphin
Fri Feb 03, 2017 6:39 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 24192

Re: Friday Facts #176 - Belts optimization for 0.15

I assume one of the big caveats for the performance increase on the belts is that, in order to render, you still have to calculate the absolute position of each item on the belt?

This has been one of the best recent FFFs. Good show!
by dauphin
Fri Sep 30, 2016 11:33 pm
Forum: Modding interface requests
Topic: LuaUnitGroup.waiting_for_path
Replies: 3
Views: 383

Re: LuaUnitGroup.waiting_for_path

It would also be nice to unify/match (somewhat) the APIs for the two things that can be given commands, LuaEntity and LuaUnitGroup. LuaEntity has a "has_command" call that it would be nice to give to LuaUnitGroup as well. Ideally, both LuaEntity and LuaUnitGroup would get the "waiting_for_path" read...
by dauphin
Fri Sep 30, 2016 2:29 pm
Forum: Modding interface requests
Topic: LuaUnitGroup.waiting_for_path
Replies: 3
Views: 383

LuaUnitGroup.waiting_for_path

We can issue commands to LuaUnitGroups, and the game's pather runs in the background over many ticks until a path can be found. In the meantime, the unit group remains basically motionless. Sometimes it can take a very long time to find a path, either because the target is very far away, or because ...
by dauphin
Wed Sep 21, 2016 4:55 am
Forum: Pending
Topic: Factorio hangs when trying to join LAN game if no Internet
Replies: 5
Views: 1141

Re: Factorio hangs when trying to join LAN game if no Internet

Did the host have "Verify usernames" checked by any chance? That I know for certain requires an Internet connection to work, if enabled. Interesting question. I don't know, and will have to check. Would be nice if the GUI didn't freeze, but that's a pretty garden variety UI responsiveness/threading...
by dauphin
Wed Sep 21, 2016 2:50 am
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 127985

Re: [MOD 0.14.7] Robot Army. 0.2.3

Gave it a couple of hours. Performance still feels smooth, which is great. Also, the new green color for the robots is awesome. Helps a ton with scanning the map. I currently have a large group that seems like it ought to be doing something, because there are biters being engaged by a different squa...
by dauphin
Tue Sep 20, 2016 9:49 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 127985

Re: [MOD 0.14.7] Robot Army. 0.2.3

Will give this a try tonight. I'll let you know if I run across any issues!
by dauphin
Tue Sep 20, 2016 9:15 pm
Forum: Not a bug
Topic: [0.14.7] Map generation runs when not near edge of map
Replies: 4
Views: 639

Re: [0.14.7] Map generation runs when not near edge of map

Oh, and out of curiosity - is the map generation happening any time I get within max_expansion_distance of the edge of the world? Or is that distance a separate parameter? I.e., would the game be generating 7x7 chunks (instead of 30x30 chunks) out toward the edge of the map if I were standing at tha...

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