That's interesting - why would this functionality be intentional? This just gives the player a problem in which there is no nice solution.
Ok so I have to pick up the items again just to get a proper stack? Why?
In my opinion the way stacking currently works is illogical, it should either create a ...
Search found 28 matches
- Sat Nov 16, 2024 1:20 am
- Forum: Not a bug
- Topic: [2.0.15] Recycler output not stacking correctly
- Replies: 8
- Views: 1305
- Sat Nov 16, 2024 1:06 am
- Forum: Not a bug
- Topic: [2.0.15] Recycler output not stacking correctly
- Replies: 8
- Views: 1305
[2.0.15] Recycler output not stacking correctly
In the example below you can see a belt which has some stacks of various resources, and the internal buffers of both recyclers have copper/plastic.
I would expect the recyclers to output their contents to create full stacks. Since the belt is looped, and there is still space for the remaining ...
I would expect the recyclers to output their contents to create full stacks. Since the belt is looped, and there is still space for the remaining ...
- Mon Nov 10, 2014 5:31 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Liquid Station Mod
- Replies: 30
- Views: 61196
Re: [MOD 0.10.x] Liquid Station Mod
game.player.force.resettechnologies()
Needs to loop through each player and reset technologies?
Needs to loop through each player and reset technologies?
- Sun Nov 09, 2014 3:42 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Liquid Station Mod
- Replies: 30
- Views: 61196
Re: [MOD 0.10.x] Liquid Station Mod
It's not multiplayer compatible :l
http://prntscr.com/54mesx
http://prntscr.com/54mesx
- Sun Nov 09, 2014 1:25 am
- Forum: Mods
- Topic: [MOD 0.10.x] Liquid Station Mod
- Replies: 30
- Views: 61196
Re: [MOD 0.10.x] Liquid Station Mod
Really need the 0.11.1 version c:
- Sun Nov 09, 2014 12:16 am
- Forum: Ideas and Suggestions
- Topic: Ways to speed up map transferring in multiplayer.
- Replies: 8
- Views: 4556
Re: Ways to speed up map transferring in multiplayer.
Ooh very fancy...
- Thu Nov 06, 2014 9:35 pm
- Forum: Ideas and Suggestions
- Topic: Ways to speed up map transferring in multiplayer.
- Replies: 8
- Views: 4556
Ways to speed up map transferring in multiplayer.
Send data in chunks and store them on the disk (for each client). Then if there's been an updated chunk, send it to the client when they connect to the server again.
Maybe hash the chunk to check whether it's been updated?
Maybe hash the chunk to check whether it's been updated?
- Thu Nov 06, 2014 9:32 pm
- Forum: Implemented Suggestions
- Topic: Rail confined turret?
- Replies: 2
- Views: 1715
Re: Rail confined turret?
Doesn't have what I asked to be added, not to mention how buggy mods are in MP.
- Wed Nov 05, 2014 6:51 pm
- Forum: Implemented Suggestions
- Topic: Rail confined turret?
- Replies: 2
- Views: 1715
Rail confined turret?
Laser turrets are fine and all, but having to constantly plop them down all around my base's border gets tedious.
How about an automatic rail-based defence?
Essentially it's a few guns (Laser or ammo based) on a moveable wagon (confined to rails). Powered by fuel/electricity.
This bad boy ...
How about an automatic rail-based defence?
Essentially it's a few guns (Laser or ammo based) on a moveable wagon (confined to rails). Powered by fuel/electricity.
This bad boy ...
- Wed Nov 05, 2014 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Factorio for smart phones/tablets? Mobile? Sync sav
- Replies: 9
- Views: 10093
Re: Factorio for smart phones/tablets? Mobile? Sync sav
As a programmer myself I'm very much doubting this happening (unless the game was made in Unity - It wasn't...)
Because of all the code that would need to be ported over...
Because of all the code that would need to be ported over...
- Fri Oct 31, 2014 10:18 pm
- Forum: News
- Topic: Friday Facts #58 - It is here
- Replies: 45
- Views: 38466
Re: Friday Facts #58 - It is here
Found the problem, he didn't have the same mods as me.
Need to automate the sending of mods!
Need to automate the sending of mods!
- Fri Oct 31, 2014 10:12 pm
- Forum: News
- Topic: Friday Facts #58 - It is here
- Replies: 45
- Views: 38466
Re: Friday Facts #58 - It is here
I'm having problems with my friend connecting to. I have portforwarded the port 34197.
- Tue Mar 04, 2014 6:15 pm
- Forum: Modding help
- Topic: Disable aliens/biters destroying actual items/buildings
- Replies: 3
- Views: 2845
Disable aliens/biters destroying actual items/buildings
How can I stop biters destroying anything, and make it so they can only inflict damage to me?
- Tue Feb 25, 2014 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Researching...
- Replies: 3
- Views: 1834
Researching...
Researching is a massive pain to do, I don't mind the science packs so much. But the time it takes is horrendous. Could there be some option before starting a new game to change the way it works/speed it up? What do you guys think?
- Sat Apr 06, 2013 12:06 pm
- Forum: Modding help
- Topic: How to use my function in the game console?
- Replies: 22
- Views: 17350
Re: How to use my function in the game console?
I will test this later, I've been up all night and couldn't get to sleep and I've been to the market >.< as soon as it hits 10pm I'm gone. But then i'll test the next day xD
- Sat Apr 06, 2013 4:48 am
- Forum: Modding help
- Topic: How to use my function in the game console?
- Replies: 22
- Views: 17350
Re: How to use my function in the game console?
No, I don't want to create the function in-game. WHY U NO WORK IN-GAME? fml.
- Sat Apr 06, 2013 3:06 am
- Forum: Modding help
- Topic: How to use my function in the game console?
- Replies: 22
- Views: 17350
Re: How to use my function in the game console?
It doesn't really matter what's in the function, all there is, is some inserts. And it's much easier to do "gimmeCar()" than:
But it doesn't work -.-
Code: Select all
game.player.character.insert{name="car", count=1}
- Sat Apr 06, 2013 2:24 am
- Forum: Modding help
- Topic: How do I activate some code once technology is researched?
- Replies: 2
- Views: 3688
How do I activate some code once technology is researched?
So far I have this:
data:extend({
{
type="technology"
name="Mass_Production"
icon="__Mansels_Tech_Mod__/graphics/technology/Mass_Production.png"
prerequisites={
"logistics"
},
effects={
},
unit={
count=30,
ingredients ={
{"science-pack-1", 1},
{"science-pack-2", 1}
},
time=15 ...
data:extend({
{
type="technology"
name="Mass_Production"
icon="__Mansels_Tech_Mod__/graphics/technology/Mass_Production.png"
prerequisites={
"logistics"
},
effects={
},
unit={
count=30,
ingredients ={
{"science-pack-1", 1},
{"science-pack-2", 1}
},
time=15 ...
- Sat Apr 06, 2013 2:14 am
- Forum: Modding help
- Topic: How to use my function in the game console?
- Replies: 22
- Views: 17350
Re: How to use my function in the game console?
To be able to call and use my function that's in my mods' folder's control.lua through the in-game console.
- Sat Apr 06, 2013 1:21 am
- Forum: Modding help
- Topic: How to use my function in the game console?
- Replies: 22
- Views: 17350
Re: How to use my function in the game console?
Is there a reason you don't want to place it in your mods control.lua? I suppose you could always use require in the data.lua file to refrence an interface.lua file or something.
edit:
I tried function call in console
game.player.print(tostring(remote.call("freeplay", "getattackdata ...
edit:
I tried function call in console
game.player.print(tostring(remote.call("freeplay", "getattackdata ...