Search found 12 matches

by delassa
Fri Jul 01, 2016 10:57 pm
Forum: Tools
Topic: Generating Blueprints by Coding
Replies: 14
Views: 10013

Re: Generating Blueprints by Coding

Ok I must say that is the first time I have ever been rick rolled and enjoyed it, that is fantastic man.
by delassa
Fri Jul 01, 2016 10:04 pm
Forum: Videos
Topic: New LP for a new release
Replies: 0
Views: 944

New LP for a new release

No special rules or anything like that just a vanilla (for now) let's play for the new release of 0.13. Going to try and check out the new features and play with them as much as possible along the way. Episode 1 is here. Full Playlist is here. Come check it out, comment on what I do wrong, right or ...
by delassa
Wed Aug 05, 2015 10:32 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298695

Re: [0.12.2+] SmartTrains 0.3.1

Checking or unchecking the "active" checkbox for a train on the Iron w-2-1 line gives the error Error in SmartTrains:__SmartTrains__/gui.lua:553 attempt to index local 't' (a nil value) Ticking marked and hitting delete marked gives the error Error in SmartTrains:__SmartTrains__/gui.lua:40...
by delassa
Mon Aug 03, 2015 6:59 pm
Forum: Ideas and Suggestions
Topic: Rail that pathfinding sees as 100 units long instead of 1
Replies: 17
Views: 6219

Re: Rail that pathfinding sees as 100 units long instead of 1

Let me know what you come up with, I'd be interested to see what kind of temporary solutions can be used to fix the problem for the time being. Right now the solution I use is just to separate the in/out lines so that the pathway along the "shortcut" isn't continuous which of course keeps ...
by delassa
Fri Jul 31, 2015 11:35 pm
Forum: Ideas and Suggestions
Topic: Rail that pathfinding sees as 100 units long instead of 1
Replies: 17
Views: 6219

Re: Rail that pathfinding sees as 100 units long instead of 1

a waypoint system would work just as well as my suggestion, extra train stops don't seem to be the best solution as that would also fill the list of train stops with "detour around xx" stops or such. As for not being able to remember where such rail has been placed, just making the section...
by delassa
Fri Jul 24, 2015 11:17 pm
Forum: Ideas and Suggestions
Topic: Rail that pathfinding sees as 100 units long instead of 1
Replies: 17
Views: 6219

Rail that pathfinding sees as 100 units long instead of 1

Basically a "dense" rail you can use that is normal except the path-finding algorithm "sees" it as 100 units long (or a variable length) instead of 1 unit. Allows much easier control of path-finding selection of routes for trains to travel, as well as easy prevention of trains ta...
by delassa
Sat Jul 11, 2015 7:39 pm
Forum: Ideas and Suggestions
Topic: Drag-placing a damaged object should place damaged objects f
Replies: 5
Views: 2117

Re: Drag-placing a damaged object should place damaged objects f

Thanks for the suggestion, I used that for the title and amended the wording of the post to be a bit clearer.
by delassa
Fri Jul 10, 2015 3:22 pm
Forum: Ideas and Suggestions
Topic: Drag-placing a damaged object should place damaged objects f
Replies: 5
Views: 2117

Re: Place all damaged objects first when dragging

I understand that, that is why I suggested when holding a damaged piece to drag all the other damaged ones get used, if you had a non-damaged piece it would work as it does now
by delassa
Fri Jul 10, 2015 12:52 am
Forum: Ideas and Suggestions
Topic: Drag-placing a damaged object should place damaged objects f
Replies: 5
Views: 2117

Drag-placing a damaged object should place damaged objects f

Drag-placing a damaged object (ie turret, wall, etc) prefers placing damaged objects of that type out of your inventory before non-damaged ones.

Drag-placing a non-damaged object prefers placing non damaged objects.

Edit: Clarified a bit in title and body.
by delassa
Wed Jul 01, 2015 4:37 am
Forum: Ideas and Suggestions
Topic: More Armor modules
Replies: 15
Views: 6827

Re: More Armor modules

Actually thought of this while streaming the other day

Portable radar, basically extends the players vision radius by a decent amount (somewhere around a regular radar's coverage maybe), fairly expensive on power but could be stacked for additional radius effect.
by delassa
Tue Jun 30, 2015 1:53 am
Forum: Show your Creations
Topic: Multitrainnetwork belt-based
Replies: 22
Views: 24913

Re: Multitrainnetwork belt-based

Figured I'd post this for completeness, expanding the T-intersection for the merge of 2 heavy traffic lines As long as the diagonal parts are long enough to hold one train between the signals it allows one train to sit on the "siding" while another comes along and goes a different directio...
by delassa
Mon Jun 29, 2015 6:47 pm
Forum: Videos
Topic: Streaming with a few mods
Replies: 1
Views: 3618

Streaming with a few mods

Hey all, I'm Delassa or just Del, whichever you prefer. I've been a streamer for a few years now and picked up factorio and am an addict now. My channel is http://twitch.tv/delassa , feel free to stop by say hi and hang out. The best way to see when I go live is to follow me on twitter @delassa_ttv ...

Go to advanced search