Search found 2761 matches
- Mon Feb 12, 2018 4:17 pm
- Forum: Modding help
- Topic: Assign custom value to entity in data-updates.lua, then access it later in code
- Replies: 14
- Views: 2921
Re: Assign custom value to entity in data-updates.lua, then access it later in code
Thanks for the replies. This is too bad. Currently I'm using the prototype/entity name and then using string.find and string.match where appropriate, but it looks messy.
- Sun Feb 11, 2018 1:27 pm
- Forum: Modding help
- Topic: Assign custom value to entity in data-updates.lua, then access it later in code
- Replies: 14
- Views: 2921
Assign custom value to entity in data-updates.lua, then access it later in code
Hi, I was wondering, if I was to do something to create some variants on an entity, and added a custom value to that entity, is there a way to later in code check for the existence of this value and even pull it? For example, if I did this: local variant = table.deepcopy(data.raw["type"][&...
- Thu Feb 01, 2018 2:55 am
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 24937
Re: [MOD 0.16] Diesel Locomotive
Why tho? I thought people want to leave the vanilla one alone. Eh, probably more my personal tastes. Just seems to make more sense to me as the vanilla train is more closely akin to a steam engine (just without the water management) than a diesel in the sense of what they use for fuel, so it seems ...
- Wed Jan 31, 2018 2:25 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 24937
Re: [MOD 0.16] Diesel Locomotive
Personally, I like them separate. I would say, though, to swap the graphics between the two trains so that the diesel looks like the newer / more advanced one. ;) I do have a quick request, though, with your code. I'm creating a mod at the moment that has yours as a dependency (currently it's for pe...
- Wed Jan 31, 2018 2:06 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 137953
Re: [MOD 0.14] Alien Biomes
For people hitting the 255 tile limit, the best thing you can do is ask the Factorio devs to increase the 255 tile limit to something much larger. The problem is only going to get worse as people add more and more mods to their games. Here's an existing thread if people what to chime in on it, but ...
- Mon Jan 22, 2018 5:13 pm
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 17155
Re: Omni-liquid Fuel Burning for Vehicles
Steam engine trains should require water. And most realistic would be to pump in water in the locomotive and add some form of solid fuel to a tender. Practical would be if one could insert water barrels. Because otherwise what do you do if a train is stranded somewhere without water? Place a pump a...
- Mon Jan 22, 2018 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Show tile grid below buildings instead of above.
- Replies: 16
- Views: 5090
Re: Show tile grid below buildings instead of above.
I like this idea a lot and would love to see something like this added. Would definitely make things easier, imo.
- Mon Jan 22, 2018 3:40 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 135302
Re: Mylon's Many Mods
I don't think replacement parts is a core element of the mod. There's no cost to picking up and replacing buildings for example. Though this cost does exist in marathon mode for a slight extra challenge. Would it be possible to add it as an option in the menus to enable the marathon cost even if no...
- Mon Jan 22, 2018 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 17155
Re: Omni-liquid Fuel Burning for Vehicles
Yeah, I posted my +1 quickly the other day but didn't have time to say anything further. For simplicity sake, I would be for just simply adding the support to everything. In my own head and my opinion, and would mod/play this way as needed if the support were added, I'd love to see cars & tanks ...
- Sun Jan 21, 2018 3:10 am
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 17155
Re: Omni-liquid Fuel Burning for Vehicles
+1 on the premise of this idea. Would like to see liquid burning support for vehicles to be added to base game.
- Thu Jan 18, 2018 5:20 pm
- Forum: Not a bug
- Topic: [16.16] Slow memory leak on consecutive reloading of game
- Replies: 4
- Views: 1208
Re: [16.16] Slow memory leak on consecutive reloading of game
Correct. You can see the Out of memory message at line 334 and 335 mentions falling back onto normal sprite loading. But yeah, the game just simply disappeared off from my screen and was no longer running. The log file as you see it is how I found it.
- Thu Jan 18, 2018 1:26 am
- Forum: Not a bug
- Topic: [16.16] Slow memory leak on consecutive reloading of game
- Replies: 4
- Views: 1208
Re: [16.16] Slow memory leak on consecutive reloading of game
Well, after posting that and keeping an eye on it again for a while, I believe I was wrong when I said it wasn't releasing resources even after properly quitting the game. I do know that this has happened to me before, just now decided to post about it. It always seems that doing the consecutive res...
- Wed Jan 17, 2018 3:33 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 135302
Re: Mylon's Many Mods
Okay I found the problem and I put out a fix. And while I was at it, I also got the icon overlay feature to work so the mod is even better than before! Gave this a try and works! Found another bug, though. :P Appears to be related to Dectorio (https://mods.factorio.com/mods/PantherX/Dectorio). When...
- Wed Jan 17, 2018 3:28 pm
- Forum: Not a bug
- Topic: [16.16] Slow memory leak on consecutive reloading of game
- Replies: 4
- Views: 1208
[16.16] Slow memory leak on consecutive reloading of game
Hi, I've noticed a small memory leak when consecutively reloading the game from making changes that require game restart (enable/disable mod, change mod or game setting that require restart, etc). I do have a large mod list so expect that the game will use a lot. After the game restarting enough tim...
- Wed Jan 17, 2018 1:46 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 351914
Re: [MOD 0.13.17+] Rampant - 0.16.2
Hi, I think I've found a compatibility issue between this mod and Creative Mode Fix (https://mods.factorio.com/mod/creative-mode-fix). When using the Magic Wand in Creative Mode Fix to change/create tiles (other than ore), the below error is generated. I use a large mod list, but the error goes away...
- Mon Jan 15, 2018 12:45 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 135302
Re: Mylon's Many Mods
Sorry, it's the Fix version of Creative Mode.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
- Sun Jan 14, 2018 11:30 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 18851
Re: [0.16.16] Tile prototype limit (255) too low
It would be 1 extra byte for each tile on map Ahhh, gotcha! Too bad there wasn't some way to optimize that! ;) Anyway 255 is very reasonable maximum number of tile types. Vanilla uses just 31, so mods can still add more than 200 tile types. Go complain to the mod creators to keep their usage of til...
- Sun Jan 14, 2018 9:56 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 18851
Re: [0.16.16] Tile prototype limit (255) too low
Unfortunatelly not. We would have to increase tile ID type from one byte to two bytes, which would happen for everyone regardless of how many tile types has been loaded, and remove some optimizations which assume there won't ever be tile ID higher than 255. Ok, yeah, sorry, I understood that and gu...
- Sun Jan 14, 2018 9:06 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 137953
Re: [MOD 0.14] Alien Biomes
Just noticed the issue seen in the linked SS between this and Dectorio. I have the additional concrete styles in Dectorio disabled to save on the 255 tile limit, so not sure how this affects the layering. https://imgur.com/a/VXiDC I posted over at Dectorio as well as I'm not sure where the correctio...
- Sun Jan 14, 2018 8:46 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 18851
Re: [0.16.16] Tile prototype limit (255) too low
Understood, but this would only affect those of us using mods that add up like that, wouldn't it? It'd be a known trade off that we'd have to consider.