Search found 24 matches
- Sat May 20, 2017 9:19 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 361133
Re: [MOD 0.13.17+] Rampant - 0.15.9
Getting some weird behaviour on Rampant 0.15.9 on Factorio 0.15.12 (headless server, Linux). Biters in distant areas (away from players) gather into weird crescent shapes and UPS starts to drop. I've had to enable Nocturnal to make the game somewhat playable. AutoDeconstruct: 0.1.8 AutoTrash: 2.0.2 ...
- Mon May 15, 2017 10:24 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1406164
Re: Bugs & FAQ
Just a note, disabling angels-enablefluidreq after having it set true will not fix the ores to no longer require fluids.
EDIT: Disregard, config management system wasn't managing my config.
EDIT: Disregard, config management system wasn't managing my config.
- Tue May 09, 2017 10:11 pm
- Forum: General discussion
- Topic: [Technical] Save Format Questions
- Replies: 16
- Views: 10796
Re: [Technical] Save Format Questions
Or, you could have a script fire up the headless version, with the save file, and use the RPC mechanism that is in place already to query the game, and then shut down the server again. Yes, and I already have a working RCON connection in another project of mine. However, Lua doesn't have everything...
- Tue May 09, 2017 9:47 pm
- Forum: General discussion
- Topic: [Technical] Save Format Questions
- Replies: 16
- Views: 10796
Re: [Technical] Save Format Questions
We don't have a fixed-size format - everything is serialized. So you have to know what a piece of data means before you can say how many bytes you should read. For strings (as you've already found) that works out as 4 bytes for size then size-bytes of the actual string. For everything else you'd ha...
- Tue May 09, 2017 8:27 pm
- Forum: General discussion
- Topic: [Technical] Save Format Questions
- Replies: 16
- Views: 10796
Re: [Technical] Save Format Questions
Maybe "known content" attack? There is a mod that generates all water world https://mods.factorio.com/mods/FuzzCat927/waterworld . I can't find 0.15 version of it, but i think it exists (i saw it once inside a game mod list). Maybe scenario editor and prepare some maps and analyze it afte...
- Tue May 09, 2017 7:48 am
- Forum: General discussion
- Topic: [Technical] Save Format Questions
- Replies: 16
- Views: 10796
Re: [Technical] Save Format Questions
Dave, you are totally no fun. N1X1S, if you ask nicely (I recommend irc) devs might tell you a thing or two. They are very fun people and generally open and not under any strong NDA as far as I know :) Already discussed it in IRC, and the conclusion was that the devs don't want to discuss save file...
- Tue May 09, 2017 4:50 am
- Forum: General discussion
- Topic: [Technical] Save Format Questions
- Replies: 16
- Views: 10796
[Technical] Save Format Questions
Right off the bat, I know the devs are likely under NDA and won't be able to answer this, so this is more pointed at the community. I've managed to figure out the general structure of the level.dat file format (and, by extension, level-init.dat). I enjoy poking around at stuff like this, and am curr...
- Thu Apr 03, 2014 2:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] Blueprint: Buildings rotated after placement
- Replies: 10
- Views: 4203
Re: [0.9.6] Blueprint: Buildings rotated after placement
Maybe I misunderstand the report. Is the whole blueprint rotated differently than previewed or the individual machines (inserters, transport belts) have different rotations while the whole blueprint structure has the correct rotation? It's like the blueprint has been rotated once with R when you pl...
- Thu Apr 03, 2014 2:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] Rebuilt Storage Tanks Pre-Filled
- Replies: 1
- Views: 1186
[0.9.6] Rebuilt Storage Tanks Pre-Filled
Brief Description Destroyed storage tanks (and possibly pipes) that are rebuilt by construction robots have the fluid that was in them when they were destroyed. Environment Factorio 0.9.6 x32 Windows 7 Ultimate x64 Reproduction Steps Make a storage tank. Fill it with liquid of choice (tested with w...
- Wed Apr 02, 2014 2:18 am
- Forum: Implemented mod requests
- Topic: Count of Items in Logistics Network
- Replies: 0
- Views: 3245
Count of Items in Logistics Network
It would be helpful to be able to receive a count of a given item within a logistics network.
Use case: Tree farm determining how many logs are within the network the construction bots are putting deconstructed trees into.
Use case: Tree farm determining how many logs are within the network the construction bots are putting deconstructed trees into.
- Tue Apr 01, 2014 11:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] Character Logistics Flakiness
- Replies: 1
- Views: 1112
[0.9.6] Character Logistics Flakiness
Brief Description Character logistics behaves inconsistently on 0.9.5+. Logistics robots will fail to deliver products to the character, even if in stock, until the player selects or modifies the logistics slot in their inventory. Environment Factorio 0.9.6 x32 Windows 7 Ultimate x64 Reproduction S...
- Sun Mar 30, 2014 6:39 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 348045
Re: [MOD 0.9.4+] Treefarm v0.10.0
Introducing mod-version 0.10! http://imagizer.imageshack.us/v2/xq90/833/mo2o.png This version adds a new tier2 treefarm! How does it works? Easy. Place an advanced field, the overlay displays the area that is covered. Supply it with seeds, you can either do it "old-school" with belts and ...
- Sat Mar 29, 2014 2:27 pm
- Forum: Releases
- Topic: Version 0.9.6
- Replies: 22
- Views: 25994
Re: Version 0.9.6
Just a note: Direct downloads now appear to be working. (Needed to switch from 64bit to 32bit so when my mod memleaks it didn't eat up all my RAM in 2 seconds.)
- Sat Mar 22, 2014 1:24 pm
- Forum: Releases
- Topic: Version 0.9.4
- Replies: 29
- Views: 25983
Re: Version 0.9.4
Thanks, I greatly appreciate this. In the future, where should I be looking for this sort of information?drs9999 wrote: The devs added 3 new methods related to it.These are:Code: Select all
orderdeconstruction(force) canceldeconstruction(force) tobedeconstructed(force) <= returns boolean
- Sat Mar 22, 2014 10:53 am
- Forum: Releases
- Topic: Version 0.9.4
- Replies: 29
- Views: 25983
Re: Version 0.9.4
Regarding the deconstruction trigger: When you have spare time (which is rare, I completely understand), could you please let us know what we're supposed to be calling? I've checked the wiki and the forums without success. Looping through the entity's metatables and listing the available functions i...
- Sat Mar 22, 2014 4:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.4] Upgraded Filter Inserter Crash
- Replies: 2
- Views: 1267
[0.9.4] Upgraded Filter Inserter Crash
When upgrading a map made in 0.9.3 to 0.9.4, it seems that Filter Inserter settings are not migrated correctly. Environment Factorio Windows x64 0.9.4 Windows 7 Ultimate x64 Other System Specs , if needed. Reproduction Steps In 0.9.3: Make a filter inserter transferring from a source of provider che...
- Mon Mar 17, 2014 12:30 am
- Forum: Implemented mod requests
- Topic: Mark objects for Deconstruction
- Replies: 1
- Views: 3941
Mark objects for Deconstruction
It would be highly useful to have a way for Lua to mark an object for deconstruction, similar to the Deconstruction Planner. Use Cases: Automated harvesting of trees/crops (such as with a mod I am working on) Automated building removal (automated expansion?) Cancel deconstruction Proposed interface:...
- Sat Mar 15, 2014 4:31 am
- Forum: Modding help
- Topic: Mark for Deconstruction
- Replies: 1
- Views: 3085
Mark for Deconstruction
Is there a method by which I can mark an object for deconstruction? The idea is to have an object on the map that marks trees within a certain radius for deconstruction by the construction robots.
- Thu Mar 13, 2014 10:40 am
- Forum: Modding help
- Topic: Modding Entity Behavior
- Replies: 4
- Views: 2419
Re: Modding Entity Behavior
I'll go ahead and make a request for this, then, after making sure it wouldn't be duplicating a prior request. Thanks.
- Thu Mar 13, 2014 4:42 am
- Forum: Modding help
- Topic: Modding Entity Behavior
- Replies: 4
- Views: 2419
Modding Entity Behavior
I'm planning a mod which introduces the concept of agriculture to the game. One of the requirements for this to work would be an ag-bot entity that flies around, planting seeds and harvesting grown plants. I've looked at the game's code, and it seems all entities have hard-coded behavior. Is it stil...