Search found 52 matches

by TreefrogGreaken
Tue May 19, 2020 6:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.22] Modded game won't load.
Replies: 19
Views: 1788

Re: [0.18.22] Modded game won't load.

Hey, Quick question im sure I can test this with my mod. What does this fix, fix exactly? The old version of my mod, used to store every water tiles position, type, and some other mod variables in a table when a offshore pump was placed in a water area, as you can imagine, this table could be huge, ...
by TreefrogGreaken
Thu Mar 12, 2020 3:51 pm
Forum: Duplicates
Topic: [0.18.12] Tank rendered under foliage
Replies: 2
Views: 130

Re: [0.18.12] Tank rendered under foliage

Ha ha reminds me of the Mirage Tank from Command & Conquer!
by TreefrogGreaken
Fri Mar 06, 2020 4:56 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 7095

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

The only slight tweak I would make here. Satisfaction shoude change to Demand. It should be the electric network is demanding 38.7 GW of power, and producing 38.7 GW of power. I believe this is the standard wording for power networks. It always confuses me what satisfaction is when i initally look, ...
by TreefrogGreaken
Fri Feb 28, 2020 11:34 am
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 7106

Re: Friday Facts #336 - Offshore pump redesign

Looks cool. I take it, its just a redisgned on the graphics, the entity hasn't been changed? Looking at the redisign, i also take it that the offshore pump, will report that its been built on a land tile not a water tile? Or will it still show that its been built on water when checking? Can the colo...
by TreefrogGreaken
Fri Dec 06, 2019 7:19 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15425

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Have to agree with others here, the noise on those leaves, is rather distracting and overall doesn't look that nice. If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next. I think it needs to be a bit more random. When ever Ive been ...
by TreefrogGreaken
Fri Sep 20, 2019 1:57 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 9426

Re: Friday Facts #313 - Light at the end of the bug tunnel

This is a race between getting my mod to 0.7 or Factorio going 0.17 stable, its going to be close i think!

Guess its time to start working on those 1700+ Minor Issues right! ;)
by TreefrogGreaken
Thu Sep 19, 2019 3:02 pm
Forum: Pending
Topic: [0.17.68] Crash: "Pump::update()"
Replies: 3
Views: 329

Re: [0.17.68] Crash: "Pump::update()"

Looking at the logs, and knowing what the past few updates have done.

Looks like WaterWell Mod is the culprit, I bet its something to do with the bounding boxes on pumps being changed?
by TreefrogGreaken
Fri Aug 23, 2019 1:52 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 29210

Re: Friday Facts #309 - Controversial opinions

Nice to hear about some of these, I think Adventure mode in particular would be great. If we think about the start of the game, you crash land from a spaceship, you could start with only a basic level of knowledge, some of this could then unlock as you get through some basic recipes, but some of the...
by TreefrogGreaken
Sun Jul 14, 2019 12:02 am
Forum: Modding help
Topic: Migrated Content Event ?
Replies: 2
Views: 200

Migrated Content Event ?

Hello Modders! Simple enough question really. Is there an event that gets raised when Factorio shows the Migrated Content window? Specifically I'm looking for an event that gets raised which would contain the entities that have been removed from the save file. Having issues with my mod, if Factorio ...
by TreefrogGreaken
Tue Jun 18, 2019 12:06 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.49] Biters not attacking at the same frequency after patch
Replies: 6
Views: 2195

Re: [0.17.49] Biters not attacking at the same frequency after patch

Most likely realted to this big fix : 71865

Wonder if the code is being a bit to hard on limiting the amount of attacks?
by TreefrogGreaken
Fri Apr 05, 2019 3:07 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.25] Production values displayed incorrectly
Replies: 6
Views: 1172

Re: [0.17.25] Production values displayed incorrectly

Dont think this is a bug. Some maths. ~65 hrs = 3900 minutes 4.3k/m Wires = 16770000 wires in 65 hours 250 hours = 15000 minutes 1677000 / 15000 = 1.118 k/m Wires 1000 hours = 60000 minutes 167700 / 60000 = 279.5 m Wires So the maths adds up to your images. The graphs show the average for the timesp...
by TreefrogGreaken
Sun Mar 17, 2019 2:23 am
Forum: Pending
Topic: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
Replies: 2
Views: 257

Re: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map

So I've been doing a bit of investigation. This looks to be an error in the initialization phase. The mod onit function sets up a list of global variables and tables. It seems that when in a scenario, the init function is messing up my global.LandFill table and filling it with 4000 entries, thus cau...
by TreefrogGreaken
Wed Mar 13, 2019 12:43 am
Forum: Pending
Topic: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
Replies: 2
Views: 257

[0.17.11] Inconsistant Mod Behaviour on Custom Created Map

What After creating a custom map in 17.11, my mod behaves inconsistently. The mod when after 80% of a fluid area is used, starts to replace the tiles in the fluid area with land tiles, it saves all the tiles locations to a global table, which is unique. In a newly made custom map, the mod doesn't w...
by TreefrogGreaken
Tue Mar 12, 2019 1:23 pm
Forum: Not a bug
Topic: [0.17.11] Disabled Inserter unloads on to train
Replies: 8
Views: 615

Re: [0.17.11] Disabled Inserter unloads on to train

I believe this is working as intended. Jogged my memory on this one and i found the bug report from way back when. https://forums.factorio.com/viewtopic.php?f=11&t=49170 https://forums.factorio.com/viewtopic.php?f=3&t=50029 https://forums.factorio.com/viewtopic.php?f=3&t=50079 They did for a short a...
by TreefrogGreaken
Sun Mar 10, 2019 3:07 pm
Forum: Modding help
Topic: [0.17.09] MODDING - Offshore Pump Fluid Type Not Respected or Locked
Replies: 2
Views: 241

[0.17.09] MODDING - Offshore Pump Fluid Type Not Respected or Locked

What My mod uses a modified offshore pump to output crude oil. The entity has been deep copied from base, and had its fluid type changed to crude-oil. local offshorecrudeoil = table.deepcopy(data.raw["offshore-pump"]["offshore-pump"]) offshorecrudeoil.name = "offshore-crude-oil-pump" offshorecrudeo...
by TreefrogGreaken
Tue Mar 05, 2019 11:41 pm
Forum: Modding interface requests
Topic: Allow Entity Offshore-Pump to have fluid = nil flag
Replies: 0
Views: 140

Allow Entity Offshore-Pump to have fluid = nil flag

Hello, Please could you allow the fluid = "water" flag to be nil or "None" on the Offshore-Pump entity type. If you set this to nil currently, Factorio complains that the flag is missing. Because of the new fluid mixing logic my modified pump, an "Offshore-Drain" now backfills any pipes attached to ...
by TreefrogGreaken
Mon Mar 04, 2019 11:58 pm
Forum: Modding help
Topic: Turning Fluid Mixing Logic Off For Fluid Inputs
Replies: 0
Views: 118

Turning Fluid Mixing Logic Off For Fluid Inputs

Hey hope I can get some help here. My mod has an entity based on an offshore pump, the inverse, an offshore drain. The entity is setup using the same details as the offshore pump, with 2 differences its fluid is called "Fluid", a dummy fluid to allow the entity to work and the output is inverted to ...
by TreefrogGreaken
Tue Feb 26, 2019 11:09 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 25493

Re: 0.17 Hype?

They've not cleared out the Resolved for 0.17 Bug Tracker yet, thats my tell!
by TreefrogGreaken
Wed Jan 09, 2019 12:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Pump stuck with 0.0 liquid
Replies: 12
Views: 1801

Re: [0.16.51] Pump stuck with 0.0 liquid

Yeah this was a problem for me when writing my mod. I notiiced that even though the pipes showed 0.0 water, my mod was still trying to move water out the pipe/tank etc, eventually when I began printing out the amount value from the fluid box, found that the insane level of precision was the cause, n...
by TreefrogGreaken
Fri Dec 21, 2018 2:01 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 25883

Re: Friday Facts #274 - New fluid system 2

Looking good! That flow rate info, is that available to us modders? I can't see it in the preview on the Factorio API, unless im being blind. My mod has to guess when offshore pumps are active which I get from calculating the flowrate of water from the Flow Statistics. Having the flow rate available...

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