@kovarex hope you read this:
TDD Gurus:
I would recommend you also to check out Kent Beck (father of TDD) and Martin Fowler, in particular its book Refactoring, as there you can find predefined techniques of refactoring that will help a lot. Just reading your post about the logic of manual building ...
Search found 12 matches
- Sun Jun 27, 2021 10:18 am
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 81277
- Sat May 02, 2020 5:49 am
- Forum: Duplicates
- Topic: [0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones
- Replies: 2
- Views: 1311
Re: [0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones
Hard to try as lots of the mods listed here are broken on 0.18.22.
Maybe "Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24." might be the reason
Will try again in a few days when all the mods receive updates
Maybe "Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24." might be the reason
Will try again in a few days when all the mods receive updates
- Fri May 01, 2020 8:29 am
- Forum: Duplicates
- Topic: [0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones
- Replies: 2
- Views: 1311
[0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones
After adding a new factory for Warning Concrete (Character is next to it) Game crashes after a minute or so, always in the same method, PathFindAlgorithm::baseDistanceHeuristic
- AfraidOfTheDark 1.0.25
- Aircraft 1.7.1
- AutoDeconstruct 0.1.17
- Bottleneck 0.11.3
- Construction_Drones 0.5.2 ...
- AfraidOfTheDark 1.0.25
- Aircraft 1.7.1
- AutoDeconstruct 0.1.17
- Bottleneck 0.11.3
- Construction_Drones 0.5.2 ...
- Fri Oct 25, 2019 1:54 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 58987
Re: Friday Facts #318 - New Tooltips
@Twinsen Have you thought that with the multi-tooltip solution for several recipes + mods or GUI above 100% in relatively small resolutions (1080), it could happen that the tooltips get taller than the height of the screen? As they are tooltips that appear on hover, you cannot hover them to scroll ...
- Mon Jul 02, 2018 5:43 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 90112
Re: Friday Facts #249 - Dead end exploration
Not sure if anyone has said this, but, PLEASE, do an Undo action after ERASE blueprints, so if now the blueprint you handle is the only copy you have of it, it WILL happen that you erase it by accident, by ctrl+right clicking on it, as it happens to me a lot, especially when is a book, I mess it up ...
- Sun Jun 24, 2018 8:53 am
- Forum: Modding help
- Topic: Keeps showing Train path / fake entity mouseover
- Replies: 2
- Views: 1567
Re: Keeps showing Train path / fake entity mouseover
Thanks for the reply.Optera wrote:I don't think the api exposes this (yet).
You can enable the debug option to show train paths by pressing F4.
Indeed, but it shows several trains path at the same time, so when you try to see why where one, in particular, get stuck you cannot see it well.
Thanks!
- Sat Jun 23, 2018 8:50 pm
- Forum: Modding help
- Topic: Keeps showing Train path / fake entity mouseover
- Replies: 2
- Views: 1567
Keeps showing Train path / fake entity mouseover
Hi
I'm trying to create a mod that keeps showing a train path/route (like when hovering a train) when you open its GUI interface. The idea is to be able to see its path using the map as the hovering the train with the mouse only allows you to see one screen of it, as you cannot hover the train when ...
I'm trying to create a mod that keeps showing a train path/route (like when hovering a train) when you open its GUI interface. The idea is to be able to see its path using the map as the hovering the train with the mouse only allows you to see one screen of it, as you cannot hover the train when ...
- Tue Jun 05, 2018 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Keep Showing Locomotive Path when open Locomotive pane
- Replies: 1
- Views: 1363
Keep Showing Locomotive Path when open Locomotive pane
Hi there, I've created a train system where basically all of the rail signals are rail chain signals, so a train never leaves the station until the full route to its destination is clear.
Sometimes the trains cannot find a route, due to several reasons, so that it will be helpful to be able to see ...
Sometimes the trains cannot find a route, due to several reasons, so that it will be helpful to be able to see ...
- Sat Jul 29, 2017 10:59 am
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 65363
Re: Friday Facts #201 - 0.15 Stable, but not really
Guys as regards: Rail block visualisation finished
One of the thing is still being not so straight forward is to know the direction from where the trains came in a specific rail. As per the image shown, I couldn't know, I would expect to see an arrow in
those coloured lines. Either that or change ...
One of the thing is still being not so straight forward is to know the direction from where the trains came in a specific rail. As per the image shown, I couldn't know, I would expect to see an arrow in
those coloured lines. Either that or change ...
- Sun Apr 30, 2017 11:39 am
- Forum: Balancing
- Topic: [0.15] Doors to expensive?
- Replies: 1
- Views: 1313
[0.15] Doors to expensive?
Hi guys, I started a new game with 0.15, and I realise that doors seems to be dramatically expensive (I playing with 'normal' as recipe cost), so the walls cost 10 red science packs, whereas the doors is 100x red + 100 greens, I think is quite expensive, is cheaper to increase upgrade the furnaces ...
- Sun Apr 30, 2017 11:34 am
- Forum: Ideas and Suggestions
- Topic: [0.15] Blueprints autoplace by character
- Replies: 0
- Views: 1137
[0.15] Blueprints autoplace by character
Basically I think what this mod does https://mods.factorio.com/mods/Mylon/Bluebuild should be vanilla, since the blueprints are available early in the game, makes totally sense that when the character approach to a ghost element, place it by itself, slowly of course.
I found myself using blueprints ...
I found myself using blueprints ...
- Thu Nov 10, 2016 10:56 pm
- Forum: Ideas and Suggestions
- Topic: Lamps Use CONDITION Color
- Replies: 3
- Views: 5752
Lamps Use CONDITION Color
Hi I'm trying to create a "dashboard" / status of the factory, measuring Oil amount or Coal in the Steam Machines buffers, my idea was to wire the whole factory and put some lamps each with a different color, when a lamp turn on would be an alarm to check that specifc thing, if the coal turn in I ...