Wait! Are liquids really last value in Factorio measured in floats?
Is it have some reasonable meaning to have less than "1centibucket" of water?
Some fixed number math with temperature make great way towards absolute computational stability.
I suppose it is impossible now to get a power down ...
Search found 7 matches
- Mon Oct 31, 2016 10:49 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 75579
- Sat Jan 24, 2015 8:45 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Transport belt consume energy
- Replies: 10
- Views: 10136
Re: [Request] Transport belt consume energy
I am so sorry for a delay...
Current state:
* Belts are really work as expected - finished
* Here I got some troubles - belt animations was synchronized by default. It was only one variable PER GAME with current animation index for ALL belts.
> Make a motor facility building animated - WIP ...
Current state:
* Belts are really work as expected - finished
* Here I got some troubles - belt animations was synchronized by default. It was only one variable PER GAME with current animation index for ALL belts.
> Make a motor facility building animated - WIP ...
- Fri Jan 16, 2015 8:20 am
- Forum: Modding discussion
- Topic: Prototype definitions reference format
- Replies: 14
- Views: 21958
Re: Prototype definitions reference format
Is there are fresh Modding API reference?
- Fri Jan 16, 2015 8:17 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 143767
Re: Hidden ores
What about M.A.X.- style resources?
So you just should use some device or a robot to see if exactly that point have some resources below.
Most resource deposits IRL found that way.
So you just should use some device or a robot to see if exactly that point have some resources below.
Most resource deposits IRL found that way.
- Thu Jan 15, 2015 5:57 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Transport belt consume energy
- Replies: 10
- Views: 10136
Re: [Request] Transport belt consume energy
I ...... conclude that belts should conduct something like mechanical power field ... And there should be motors that generate that field .... Does your mod work like that?
Yes, I have similar vision.
So now I am crafting a 'motor facility'. When that facility will be complete belts would 'drain ...
Yes, I have similar vision.
So now I am crafting a 'motor facility'. When that facility will be complete belts would 'drain ...
- Wed Jan 14, 2015 10:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Transport belt consume energy
- Replies: 10
- Views: 10136
Re: [Request] Transport belt consume energy
* Power drain from electric poles - complete
Now I have a motor facility, connected to power grid.
Next I will extend belts with a (ref counted) pointer field to that facility and each connected belt will increment its power drain.
Whenever a belt lose its facility or that facility have power ...
Now I have a motor facility, connected to power grid.
Next I will extend belts with a (ref counted) pointer field to that facility and each connected belt will increment its power drain.
Whenever a belt lose its facility or that facility have power ...
- Sat Jan 10, 2015 6:40 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Transport belt consume energy
- Replies: 10
- Views: 10136
Re: [Request] Transport belt consume energy
I am currently working to add that feature as a binary mod.
So you should build a motor facility near each belt system to make them work.
That mod will be ready in a week or so.
* Custom building (Prototype and Entity) - complete
* Ability to stop belts and their animation at will - complete ...
So you should build a motor facility near each belt system to make them work.
That mod will be ready in a week or so.
* Custom building (Prototype and Entity) - complete
* Ability to stop belts and their animation at will - complete ...