Search found 196 matches

by MrDoomah
Sat Jan 05, 2019 4:39 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 20787

Re: Friday Facts #276 - Belt item spacing & Script rendering

The current implementation of the script rendering boasts eight different object types. The basic geometric shapes being line, circle, rectangle, arc and polygon.
I would suggest changing the circle to an oval. And oval is to a circle what a rectangle is to a square.
by MrDoomah
Sun Jan 29, 2017 3:41 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 20086

Re: Friday Facts #175 - Programmable Speaker

but... no info on the progress of the 0.15 update? :( No info other than the weekly posts about all its new features :) new features are nice and all - but I'm just blueballing for when we'll get it Its like your girlfriend is sending you nudes and you just want to play with it, but your boss won't...
by MrDoomah
Fri Jan 27, 2017 10:02 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 20086

Re: Friday Facts #175 - Programmable Speaker

Is the sound just going to be a piano? I mean, I see a dropdown box so obviously not, but what other sounds are planned? Because if you haven't thought of it, the game needs klaxons. Here is one (with an air siren) example. Klaxons, sirens and other alarms would be a great fit for a giant sprawling...
by MrDoomah
Wed Jan 18, 2017 1:37 pm
Forum: Balancing
Topic: Chemical plants should have a crafting speed of 1
Replies: 5
Views: 1074

Re: Chemical plants should have a crafting speed of 1

torne wrote: at least now it matches yellow assemblers :)
Yes, this is the most important part. In the end game I only use yellow assemblers, and having chemical plants the same speed makes ratios easier. But then agian, I use a lot of modules so the point is moot again :P
by MrDoomah
Fri Jan 13, 2017 8:38 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [14.21] Crash after desync.
Replies: 8
Views: 821

Re: [Kovarex] [14.21] Crash after desync.

So do I keep posting the desync reports and logfiles? I just happened again, but if these files don't help you then I won't bother to upload them.
by MrDoomah
Fri Jan 13, 2017 6:55 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [14.21] Crash after desync.
Replies: 8
Views: 821

Re: [Kovarex] [14.21] Crash after desync.

It happened again, same modpack.

Desyncs only seem to happen when updating the power grid, when plaing a power pole to power inserters to be exact, but that might just be my imagination.

desync report: https://www.dropbox.com/s/zo7r4cgxsa2nb ... 0.zip?dl=0
by MrDoomah
Sat Jan 07, 2017 7:15 pm
Forum: News
Topic: Friday Facts #172 - Blending and Rendering
Replies: 46
Views: 12287

Re: Friday Facts #172 - Blending and Rendering

Losash wrote:Why is the horizontal train station 3D model turned sligtly clockwise? Or it's just a preview, and placed rougly by hand? I checked straight lines in paint, and yeah, it's turned.
It is a preview, since otherwise the chain signal in front of that station should be red.
by MrDoomah
Fri Dec 23, 2016 5:43 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 18431

Re: Friday Facts #170 - Blueprint library GUI design and redesign

Why not use different tabs for the players?
Naamloos.png
Naamloos.png (107.04 KiB) Viewed 9553 times
by MrDoomah
Fri Dec 23, 2016 1:03 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [14.21] Crash after desync.
Replies: 8
Views: 821

Re: [14.21] Crash after desync.

here are the mods.
by MrDoomah
Thu Dec 22, 2016 10:00 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [14.21] Crash after desync.
Replies: 8
Views: 821

Re: [14.21] Crash after desync.

Please note that not only I desync, but also crash instantly after reconnecting.
by MrDoomah
Thu Dec 22, 2016 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [14.21] Crash after desync.
Replies: 8
Views: 821

[Kovarex] [14.21] Crash after desync.

Hello,

I've had a desync twice now and both times i've crashed after reconnecting. Here's the log
by MrDoomah
Thu Oct 13, 2016 2:48 pm
Forum: General discussion
Topic: Achievements not quite working right
Replies: 30
Views: 6919

Re: Achievements not quite working right

Achievement text for Solaris mentions three conditions: Steam engines are excluded. 10GJ are produced last_hour_only. Given that the wording is similar to other exclusion achievements, you likely need to make sure there are no steam-engines anywhere. Destroy em all, then play for an hour+ and gener...
by MrDoomah
Thu Oct 13, 2016 12:12 pm
Forum: Implemented mod requests
Topic: Read CraftingMachine / MiningDrill speed + effectivity + etc
Replies: 0
Views: 205

Read CraftingMachine / MiningDrill speed + effectivity + etc

Basically I want to be able to read the prototype's stats that are displayed in the right sidebar, and mainly crafting_speed, energy_usage and emissions and specified in the data files.
by MrDoomah
Wed Oct 12, 2016 9:26 am
Forum: Modding help
Topic: Question about lua control flow
Replies: 9
Views: 852

Re: Question about lua control flow

This printing behavior can be very confusing, but I suppose there's a reason for it. There was a time when a robot wanted to put an item in your inventory and your inventory was full, it would sprint non stop that your inventory is full. (Probably 60 times a second). They fixed it then by not print...
by MrDoomah
Tue Oct 11, 2016 4:19 pm
Forum: Modding help
Topic: Question about lua control flow
Replies: 9
Views: 852

Re: Question about lua control flow

Instead of game.print, try log and see what is printed in the log file. Factorio automatically skips printing stuff if it has been printed in the last x (1?) seconds. For example if you do /c for i = 1,100 do game.print("text") end you won't print 100x text, but only 1 time text. Thanks for the rep...
by MrDoomah
Tue Oct 11, 2016 9:24 am
Forum: Modding help
Topic: Question about lua control flow
Replies: 9
Views: 852

Re: Question about lua control flow

Instead of game.print, try log and see what is printed in the log file.

Factorio automatically skips printing stuff if it has been printed in the last x (1?) seconds. For example if you do

Code: Select all

/c for i = 1,100 do game.print("text") end 
you won't print 100x text, but only 1 time text.
by MrDoomah
Fri Oct 07, 2016 11:43 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 93
Views: 14556

Re: [0.14] What is it used for?

Update 1.1.3 Recipes locked behind disabled technologies are now hidden. Disabled recipes without any technology to unlock them are hidden. To show the above, chance SHOW_ALL to true in control.lua Hidden recipes now do show up (eg: the recipe for rocket parts is hidden, so before this update rocke...
by MrDoomah
Fri Oct 07, 2016 10:22 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 93
Views: 14556

Re: [0.14] What is it used for?

So I have a little issue: If you lookup something it will also show recipes/technologies which are hidden. You're right, this wasn't important when you could only look up items in your inventory since you couldn't really get items that where hidden. But now you can search for items there are some i...

Go to advanced search