Search found 50 matches
- 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...
- 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 ...
- 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?
- 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...
- 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...
- 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...
- 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...
- 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)
As I said, I don't have time to add anything complex right nowAirat9000 wrote:idea in logistic chest varian in power?
- 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...
- 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 ...
- 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...
- 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...
- Sat Feb 18, 2017 12:44 am
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
- Replies: 22
- Views: 9615
[MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Released, see new thread here: viewtopic.php?f=91&t=42286
- 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.
Thanks.
- 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...
- 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?
- 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
- 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...
- 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
- 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
https://github.com/sirenfal-factorio/No ... _1.0.0.zip