Search found 55 matches
- Thu Nov 05, 2015 1:15 am
- Forum: Won't implement
- Topic: non-static prototypes
- Replies: 3
- Views: 7714
Re: non-static prototypes
I don't think that prototypes even exist as such as the game is running. You can't even access them during run-time. Instead, they're processed and turned into program objects that perform the grunt-work, and the behavior we see is due to the interactions of those objects. What you want is to be abl...
- Wed Nov 04, 2015 11:18 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 42595
Re: Friday Facts #110 - Tech art finished
Mr. Fusion is cute, but may lead to legal trouble. I suggest a more unique-looking fusion reactor.
- Fri Sep 25, 2015 1:24 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Burner Generator
- Replies: 40
- Views: 50478
Re: [0.12.x] Burner Generator
Haven't had time to test this yet, but does it use Autofill ( https://forums.factorio.com/forum/viewtopic.php?f=92&t=1612 ) if available? Im not very experience with mod interfaces, but i think you can do it by loading the game with both mods enabled and typing this in the console: /c remote.ca...
- Wed Aug 26, 2015 11:10 pm
- Forum: Ideas and Suggestions
- Topic: Independent day/night cycles for each world
- Replies: 8
- Views: 7275
Re: Independent day/night cycles for each world
Carefully. They would require testing, to be sure, but what build doesn't?oLaudix wrote:How would you plan your solar then?
- Wed Aug 26, 2015 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 41457
Re: Local power connector module for modular armor
That would definitely give you the home-team advantage.
- Wed Aug 26, 2015 10:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 57377
Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Tar can have many sources. It can be made from petroleum, wood, or coal. All three of these are already available in the vanilla game.
- Wed Aug 26, 2015 9:06 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Bergius Process
- Replies: 50
- Views: 66088
Re: [MOD 0.12.x] Bergius Process
The depiction of hydrogen in your mod is inconsistent with that depicted in the rest of Factorio. Hydrogen is coded white in the base mod (petroleum gas is symbolized as ethene, C2H4), so its best if your mod is consistent with that.
- Sun Aug 23, 2015 9:57 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170530
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
I think game.player is a shortcut for the console. The console knows who "player" is; a server script doesn't. PS, a script that uses game.players[1] as an alias for game.player is asking for only slightly less trouble as one that uses game.player β makes too many assumptions on who the co...
- Thu Aug 13, 2015 8:57 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 87066
Re: [0.11.x] Y.Petremann's mods (6 mods)
Your creative chest would be perfect for a quick-fill if I could quick-replace it with an ordinary chest and the ordinary chest would be completely filled with whatever the selected item is. The point is that the drawing-from is interrupted so I can see how fast the supplies are being consumed and h...
- Wed Aug 12, 2015 3:33 am
- Forum: General discussion
- Topic: Side by Side Install 11.x / 12.x
- Replies: 19
- Views: 14098
Re: Side by Side Install 11.x / 12.x
@orzelek There's a reason I said "I'm patient." I don't have to have the latest game right now, which would require a tuned gaming PC. There are too many games out there that claim to be the next big thing that, in the end, turn out to be the same ol', same ol'. I wait a while to see what ...
- Sun Aug 09, 2015 12:26 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 230135
Re: Electric energy
Wow, there is a lot of scaremongery misinformation about nuclear power in this thread. Yes. With no disrespect to bobucles, he has essentially swallowed hook, line and sinker the anti-nuclear FUD that has been going around. One of the big advantages of nuclear is that, because the fuel has high ene...
- Sun Aug 09, 2015 12:07 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 87066
Re: [0.11.x] Y.Petremann's mods (6 mods)
Dude, that was useful! I use it to quickly fill source chests so I could benchmark my builds.y.petremann wrote:[*]They would no more directly put items inside container/machines.
- Sun Aug 09, 2015 12:02 pm
- Forum: General discussion
- Topic: Side by Side Install 11.x / 12.x
- Replies: 19
- Views: 14098
Re: Side by Side Install 11.x / 12.x
Lots of people are willing to pay the premium for a 'just works' system, with excellent integration across the apple ecosystem. This. Never underestimate the power of 'It just works.' As far as I'm concerned, figuring out how to make the various bits of hardware work together well is a job for some...
- Sun Aug 09, 2015 11:45 am
- Forum: Implemented mod requests
- Topic: entity.id, a unique, persistent ID
- Replies: 20
- Views: 15916
Re: entity.id, a unique, persistent ID
You can do player == player2 to check if they're the same player. You can do anything == anything - inventory references, entity references, GUI references - they all work with the == operator. Across play sessions? Also, having entities be usable as keys is very, very handy. That way, I don't have...
- Sat Aug 08, 2015 12:14 am
- Forum: Implemented mod requests
- Topic: entity.id, a unique, persistent ID
- Replies: 20
- Views: 15916
Re: entity.id, a unique, persistent ID
This may not be necessary if entity references in the implementation do not change from load to load β in which case, entity.id already exists: this_entity.id == this_entity. Otherwise, it would be a great addition.
- Fri Jul 24, 2015 2:52 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 179577
Re: [MOD 0.12.X] Air Filtering
Yay! If I ever get around to it, I'll get to that integration mod that allows you to use activated charcoal instead of coal for the filters!
- Fri Jul 24, 2015 2:46 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 85124
Re: [0.11.X] N.Tech-Chemistry
Would you be angry if I told you I reenabled naphtha (based on a hand-hacked configuration option)?
- Wed Jul 22, 2015 4:26 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 230135
Re: Electric energy
You have a power source that can not be small scale, which can ONLY be run by experts, False. which KILLS its experts, Name an industry that doesn't. which causes its construction materials to decay, All technologies have a useful life, linked to wear and tear and corrosion. in a way that's both di...
- Wed Jul 22, 2015 3:10 pm
- Forum: Technical Help
- Topic: Multiple Factorio Installs
- Replies: 17
- Views: 28911
Re: Multiple Factorio Installs
As stated, this Mac OS multiple installs guide doesn't work. I've tried a couple of likely locations to put config-path, and no love. It still uses the Application Support directory. What function are you using to figure out __PATH__executable__ in the Mac version, and how is config-path.cfg built f...
- Wed Jul 22, 2015 2:26 pm
- Forum: General discussion
- Topic: Side by Side Install 11.x / 12.x
- Replies: 19
- Views: 14098
Re: Side by Side Install 11.x / 12.x
Mac for gaming? Seriously? What are we in middle ages? Gees man, everyone knows that gaming uses PC master race. I had few olders macs myself, never ever ever EVER EVER again! Nope just nope, dude dump that fruit machine and get pc, i was 100x happier when i got rid of it. My machine virtualizes a ...