Search found 22 matches
- Wed Mar 02, 2022 11:32 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 626918
Re: We support Ukraine
Chadtorio!
- Wed Mar 24, 2021 1:39 pm
- Forum: Releases
- Topic: Version 1.1.28
- Replies: 14
- Views: 13582
Re: Version 1.1.28
Big if true.Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular.
But yeah this has the potential to be a big deal.
- Fri May 01, 2020 10:51 am
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 24140
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
That shellcasing is just
π£πͺπΌπ½π
π£πͺπΌπ½π
- Fri Dec 06, 2019 12:32 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 50948
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Animated water AND trees? AND even more optimization and performance increases across the board?
I'm not crying tears of joy, YOU'RE crying tears of joy.
I'm not crying tears of joy, YOU'RE crying tears of joy.
- Tue Sep 24, 2019 1:35 pm
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 35849
Re: Version 0.17.69
Congratulations on reaching Stable.
- Fri Jul 12, 2019 3:15 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 65758
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
I bought my Factorio key via GOG. A real digital store, unlike the infested cancer that is G2A.
Safe to say, I was very pleased with my purchase.
Safe to say, I was very pleased with my purchase.
- Fri Feb 08, 2019 3:24 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 48523
Re: Friday Facts #281 - For a Few Frames More
Am I weird for liking the 'noisy' look of low quality compression?
Either way, it's getting a bit wild how much you guys are optimizing this game. 0.17 is definitely going to be running SMOOTH.
Either way, it's getting a bit wild how much you guys are optimizing this game. 0.17 is definitely going to be running SMOOTH.
- Fri Oct 19, 2018 2:39 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 61327
Re: Friday Facts #265 - Nomenclature & Steam networking
I am very much a 'craft/mine/place/remove' person.
I place a building, I mine a patch, I place a blueprint I copied from somewhere else. I CRAFT ALL THE THINGS.
Keep it consistent to yourself first and foremost. THEN worry about the game's (in)consistencies.
I place a building, I mine a patch, I place a blueprint I copied from somewhere else. I CRAFT ALL THE THINGS.
Keep it consistent to yourself first and foremost. THEN worry about the game's (in)consistencies.
- Fri Jul 13, 2018 3:17 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 40418
Re: Friday Facts #251 - A Fistful of Frames
Excellent write-up. The technical aspects of optimization are often overlooked and rarely appreciated as much as they should be.
- Fri May 11, 2018 6:50 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 224647
Re: [MOD 0.13] Black Market (sell and buy on the market)
Pretty much untested here, but this should get you going for now - find this block -- manage opened traders for _, player in pairs(game.players) do if player.connected then local player_mem = global.player_mem[player.index] local opened = player.opened if opened then Change the last line from if ope...
- Sat Feb 03, 2018 1:15 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 85142
Re: Friday Facts #228 - High resolution turrets
As nice as highres turrets (and OH GOD YES BEAMZ ) will be, the new base for the laser turret looks extremely plain and small, nevermind the complete absence of force masking on it. It also makes the popup animation of the turret stand out in a bad way. In unrelated news, just how long has the 'lowr...
- Thu Jan 25, 2018 4:53 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 593991
Re: [MOD 0.14] AAI Programmable Vehicles
Here's hoping to that.
As an aside, I really haven't had any issues with the latest build. Smooth sailing for my 5 automated haulers.
As an aside, I really haven't had any issues with the latest build. Smooth sailing for my 5 automated haulers.
- Sun Jan 21, 2018 2:20 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 593991
Re: [MOD 0.14] AAI Programmable Vehicles
Haven't had any ocean crossing events since the previous update, and the auto/on/off system is very neat. The pathfinding indicators are nice, but can be extremely hard on fps when doing group moves. Also, you added the unit scanner (player scanner? same building) to both techs. (programmable-struct...
- Wed Jan 17, 2018 3:52 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 593991
Re: [MOD 0.14] AAI Programmable Vehicles
Well, it looks good so far, with a few notable issues/probables: Vehicles can pass through objects/over water. Not sure with objects yet, but with water it looks like it's only in situations where the vehicle comes to a split in terrain and can't determine a proper path in time, so it just continues...
- Mon Jan 15, 2018 4:06 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 593991
Re: [MOD 0.14] AAI Programmable Vehicles
Glad to see you've been updating your other mods. Can't wait for the 0.16 version of programmable vehicles. Still, coasting along on a hand updated version myself, I noticed a few things... AI controlled vehicles didn't seem to play any gun sound when firing. Took a look at line 1103: if unit_type.g...
- Sat Jan 06, 2018 2:02 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 224647
Re: [MOD 0.13] Black Market (sell and buy on the market)
Finally got around to looking at the code, and the issue with fluids is disgustingly simple, really. Fluid box handling was slightly adjusted from type, amount to name, amount . Adjusting lines 1389, 1483 and 1599 from box.type to box.name will get selling working again. And adjusting lines 1597 and...
- Sun Dec 31, 2017 4:23 pm
- Forum: Releases
- Topic: Version 0.16.12
- Replies: 10
- Views: 14402
Re: Version 0.16.12
Rapid fire updates. ON THE HOLIDAYS.
Go enjoy yourselves you absolute madmen!
Go enjoy yourselves you absolute madmen!
- Sat Dec 30, 2017 6:04 am
- Forum: Releases
- Topic: Version 0.16.9
- Replies: 9
- Views: 11161
Re: Version 0.16.9
Having significant issues with this build as to provider chests losing connection to the network on load, requesters not getting what they request until replaced or buffer toggled, and eventual crashing... Also had some issues trying to save a game, softlocking at the saving progress bar. Game heavi...
- Fri Dec 22, 2017 10:40 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 224647
Re: [MOD 0.13] Black Market (sell and buy on the market)
It's a pity that you're no longer playing/modding factorio, but that's your choice. As for bugs, black market isn't the only one with fluid-specific issues. Factorissimo2 also won't update fluid pipe connections anymore, though the creator is stated to be working on a proper 0.16 update for that. As...
- Sun Jul 23, 2017 1:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 593991
Re: [MOD 0.14] AAI Programmable Vehicles
Something about this mod, and the Warden mod, corrupts filled barrel icons.
I'd pick it apart trying to figure out what, but that's a lot of picking and I already am short on time.
I'd pick it apart trying to figure out what, but that's a lot of picking and I already am short on time.