Search found 2761 matches

by FuryoftheStars
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.
by FuryoftheStars
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"][&...
by FuryoftheStars
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 ...
by FuryoftheStars
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...
by FuryoftheStars
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 ...
by FuryoftheStars
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...
by FuryoftheStars
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.
by FuryoftheStars
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...
by FuryoftheStars
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 ...
by FuryoftheStars
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.
by FuryoftheStars
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.
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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.
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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.

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