Search found 21 matches

by CakeDog
Wed Mar 24, 2021 1:39 pm
Forum: Releases
Topic: Version 1.1.28
Replies: 14
Views: 6503

Re: Version 1.1.28

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.
Big if true.

But yeah this has the potential to be a big deal.
by CakeDog
Fri May 01, 2020 10:51 am
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 8899

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

That shellcasing is just

𝓣π“ͺ𝓼𝓽𝔂
by CakeDog
Fri Dec 06, 2019 12:32 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 20833

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.
by CakeDog
Tue Sep 24, 2019 1:35 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 22708

Re: Version 0.17.69

Congratulations on reaching Stable.
by CakeDog
Fri Jul 12, 2019 3:15 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 26669

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.
by CakeDog
Fri Feb 08, 2019 3:24 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 24319

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.
by CakeDog
Fri Oct 19, 2018 2:39 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 116
Views: 23471

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.
by CakeDog
Fri Jul 13, 2018 3:17 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 19808

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.
by CakeDog
Fri May 11, 2018 6:50 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 100830

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...
by CakeDog
Sat Feb 03, 2018 1:15 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 54757

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...
by CakeDog
Thu Jan 25, 2018 4:53 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 866
Views: 310539

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.
by CakeDog
Sun Jan 21, 2018 2:20 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 866
Views: 310539

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...
by CakeDog
Wed Jan 17, 2018 3:52 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 866
Views: 310539

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...
by CakeDog
Mon Jan 15, 2018 4:06 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 866
Views: 310539

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...
by CakeDog
Sat Jan 06, 2018 2:02 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 100830

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...
by CakeDog
Sun Dec 31, 2017 4:23 pm
Forum: Releases
Topic: Version 0.16.12
Replies: 10
Views: 11066

Re: Version 0.16.12

Rapid fire updates. ON THE HOLIDAYS.

Go enjoy yourselves you absolute madmen!
by CakeDog
Sat Dec 30, 2017 6:04 am
Forum: Releases
Topic: Version 0.16.9
Replies: 9
Views: 8409

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...
by CakeDog
Fri Dec 22, 2017 10:40 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 100830

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...
by CakeDog
Sun Jul 23, 2017 1:23 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 866
Views: 310539

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.
by CakeDog
Sat Jul 01, 2017 10:21 pm
Forum: Mods
Topic: [MOD 0.15] Bullet Trails
Replies: 15
Views: 8898

Re: [MOD 0.15] Bullet Trails

Trails disappeared after 0.15.22 Can confirm, bullet trails be gone in 0.15.22+. It appears to be due to this change: - Fixed source_effects applying effects to the source by the target instead of to the source by the source. (https://forums.factorio.com/49634) As such, replacing all instances of s...

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