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by Sirenfal
Sun Apr 09, 2017 6:39 pm
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate 1.0.2
Replies: 27
Views: 19087

Re: [MOD 0.14.22] Free Real Estate 1.0.2

We've encountered another frustrating bug. On exiting a factory to anywhere (another factory or overworld), often we are having to hit F repeatedly because we are teleported immediately back in. If this happens too many times, Factorio crashes completely on the client side. Any suggestions? Could t...
by Sirenfal
Sat Mar 18, 2017 4:14 am
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate 1.0.2
Replies: 27
Views: 19087

Re: [MOD 0.14.22] Free Real Estate 1.0.2

Can this be installed on a save game that already has Factorissmo? I don't expect a transparent migration, but we'd like to empty our existing factories and try to rebuild them in this mod. We're encountering UPS issues with the original and your mod sounds great. I would backup first, but I don't ...
by Sirenfal
Sun Mar 05, 2017 12:52 pm
Forum: Modding help
Topic: Extracting data from Factorio
Replies: 4
Views: 2258

Re: Extracting data from Factorio

You want to extract data from a running save while it's live?
by Sirenfal
Sun Mar 05, 2017 12:50 pm
Forum: Ideas and Requests For Mods
Topic: Procedural recepies
Replies: 12
Views: 4387

Re: Procedural recepies

Making it different every time is also possible with use of random, however, since recipes are created on loading the game itself, then you won't be able to use savegames, because the recipes will be different each time you start the game up, and therefore won't match what is in the save game. What...
by Sirenfal
Sun Mar 05, 2017 12:48 am
Forum: Modding discussion
Topic: [Short article] Can X-Ypoint be described by only one coord?
Replies: 12
Views: 6885

Re: [Short article] Can X-Ypoint be described by only one coord?

Lua doesn't have bitwise operators, and Factorio doesn't seem to have Lua's bitwise library. You can still do the equivalent operation. These should be fairly fast, with the caveat that you can't store signed ints. The actual code: -- Factorio uses 64-bit Lua. All numbers are stored as 64-bit double...
by Sirenfal
Sat Mar 04, 2017 8:58 pm
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate 1.0.2
Replies: 27
Views: 19087

[MOD 0.14.22] Free Real Estate 1.0.2

Type: Mod Name: Free Real Estate Description: Free Real Estate is a mod that adds 36x36 "factory buildings" that you can enter and build inside of. A heavily optimized from-scratch replacement for Factorissimo. Version: 1.0.2 Release: 2017-03-04 Tested-With-Factorio-Version: 0.14.22 Catego...
by Sirenfal
Sat Mar 04, 2017 8:36 pm
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Replies: 22
Views: 9615

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Released as a beta mod here: https://mods.factorio.com/mods/Sirenfal/Free_Real_Estate No changes from the forum version a week ago since no issues were reported afterwards. Thanks for your help. I'd like to know how the performance has been if anyone has tested it on a bigger map with a lot of facto...
by Sirenfal
Fri Feb 24, 2017 2:25 pm
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Replies: 22
Views: 9615

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Airat9000 wrote:idea in logistic chest varian in power?
As I said, I don't have time to add anything complex right now
by Sirenfal
Fri Feb 24, 2017 1:09 am
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Replies: 22
Views: 9615

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Thanks for the quick fix. Unfortunately there is another bug. This time with the electric network: When you place a Factory Building in the blue electric field of a pole so that just the lower tiles are affected, the factory will still show the "not conneted" sign. There is also a size di...
by Sirenfal
Thu Feb 23, 2017 7:25 am
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Replies: 22
Views: 9615

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

New download here: https://github.com/sirenfal-factorio/Free_Real_Estate/releases/download/1.0.2/Free_Real_Estate_1.0.2.zip hello man!!! you very good mod in create!!! ;) and can be done so that would have been an icon in the building on top of what is produced inside?? Loader work?? Π°) it would be ...
by Sirenfal
Sat Feb 18, 2017 12:29 pm
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Replies: 22
Views: 9615

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Updated OP to 1.0.1 which should resolve two bugs reported on GitHub Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items. So, don't dele...
by Sirenfal
Sat Feb 18, 2017 12:02 pm
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Replies: 22
Views: 9615

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items. As for the entrance, it's a personal choice and I may add an option for it, but I d...
by Sirenfal
Fri Feb 17, 2017 6:47 pm
Forum: Modding help
Topic: Render layer
Replies: 1
Views: 811

Render layer

The building is a lab. Is there a way I can get all the pipes to draw under the lab?

Thanks.

Image
by Sirenfal
Fri Feb 17, 2017 1:17 am
Forum: Resolved Problems and Bugs
Topic: [0.14.22] My mod can cause a full game crash
Replies: 1
Views: 1484

[0.14.22] My mod can cause a full game crash

Found a crash while testing a mod I've been making. Log/stack trace (on Windows, singleplayer): http://pastebin.com/q66BWpDj Log/stack trace (on Linux, multiplayer): http://pastebin.com/Si2zRuPG Broken version of the mod is attached to this post, it's the only mod you need to load. Steps to reproduc...
by Sirenfal
Sat Feb 11, 2017 7:56 pm
Forum: Modding help
Topic: What does the tile layer do?
Replies: 1
Views: 983

What does the tile layer do?

What does the tile layer (http://lua-api.factorio.com/latest/LuaT ... type.layer) do and what are it's valid values?
by Sirenfal
Sat Feb 11, 2017 6:04 am
Forum: Modding help
Topic: What's the cause of this error?
Replies: 2
Views: 1015

Re: What's the cause of this error?

I suggest you add that to the Lua global API page
by Sirenfal
Sat Feb 11, 2017 2:29 am
Forum: Modding help
Topic: What's the cause of this error?
Replies: 2
Views: 1015

What's the cause of this error?

Error while running deserialisation: [string "do local _={allocator={size_index={[0x2.70000..."]:1: too many local variables (limit is 200) in main function near '=' script.dat is 122kb and there's nothing obviously obscene or broken inside it. I have several nested tables (composited cla...
by Sirenfal
Fri Feb 10, 2017 9:30 pm
Forum: Ideas and Suggestions
Topic: Roboport Robot filter
Replies: 22
Views: 11747

Re: Roboport Robot filter

+1. This would be great even in vanilla
by Sirenfal
Wed Feb 08, 2017 4:17 am
Forum: Ideas and Requests For Mods
Topic: [Request] Tree Collision Sound Removed
Replies: 2
Views: 1083

Re: [Request] Tree Collision Sound Removed

Made this but only minimally tested it. Let me know if there are any issues :)

https://github.com/sirenfal-factorio/No ... _1.0.0.zip

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