Search found 45 matches

by obstinate
Sat May 20, 2017 6:40 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150235

Re: Friday Facts #191 - Gui improvements

100% in favor. Launch it.
by obstinate
Sun Sep 11, 2016 3:01 am
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 32070

Re: Friday Facts #155 - Settling into fall

flat_map, huh? The circuit network might be sparse enough that a simple unordered associative array with linear searching might yet be faster.
by obstinate
Thu Jun 30, 2016 2:15 am
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65189

Re: [MOD 0.12.x] Long Reach

OK I finally figured it out. Google doesn't know about mods.factorio.com yet so it took me a while to find it. The mod page is here. I don't plan to update this thread again. Please feel free to reach out on github if you have any problems or suggestions! https://mods.factorio.com/mods/jamesaguilar/...
by obstinate
Thu Jun 30, 2016 2:05 am
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65189

Re: [MOD 0.12.x] Long Reach

Looks like someone else has posted it already, so I need to get ownership over there transferred. I'll do that asap. In the mean time, I'm updating the description with the 0.13 link.
by obstinate
Thu Jun 30, 2016 2:01 am
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65189

Re: [MOD 0.12.x] Long Reach

Hrm. Actually the mod portal is not letting me submit the 0.13 version. I gotta do some research. In the mean time, check out the github releases page for the current release.
by obstinate
Thu Jun 30, 2016 1:59 am
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65189

Re: [MOD 0.12.x] Long Reach

The mod has been updated for 0.13 thanks to a kind contributor. I am not changing the download URL because this subforum is "Mods for 0.12." Please check out the mod portal URL (http://www.factoriomods.com/mods/long-reach) for the latest update.
by obstinate
Fri May 06, 2016 4:08 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71552

Re: Friday Facts #137 - The release scarecrow

This is an interesting approach. I think I'm good w/ it.
by obstinate
Mon May 02, 2016 1:52 am
Forum: Mods
Topic: [MOD 0.13.x] True Long Reach
Replies: 20
Views: 14040

Re: [MOD 0.12.x] True Long Reach

"Thing 1 does X." "Thing 2 truly does X." To most native speakers, the second sentence conveys a view that the first sentence is untrue. It doesn't say it explicitly. But implication is a thing. :) That said, the original was liberally licensed and trivial in any case, as others ...
by obstinate
Sun May 01, 2016 7:37 pm
Forum: Mods
Topic: [MOD 0.13.x] True Long Reach
Replies: 20
Views: 14040

Re: [MOD 0.12.x] True Long Reach

As the author of the original, I don't really care. :) Although I'd love it if you reworded the description to make it more clear that you've just changed the set of actions. It currently reads as if mine didn't quite make it so you can reach everything you can see, which is not true. :) You've just...
by obstinate
Fri Apr 29, 2016 8:47 pm
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 22580

Re: [MOD 0.12.x] Assembler Light

Fascinating. I'm not sure that's a good fit for this mod but it sure is nifty. Thanks for sharing.
by obstinate
Sun Apr 17, 2016 9:37 pm
Forum: Modding help
Topic: Debugging utilities built in to Factorio
Replies: 15
Views: 11510

Re: Debugging utilities built in to Factorio

You can launch the game from console, so standard print function would send its output there. You can redirect that output to files. There is serpent pretty printer, which can print lua tables ( syntax is print( serpent.block( arg )) ). This is great, thanks. So I can put the game in windowed mode ...
by obstinate
Sun Apr 17, 2016 8:10 pm
Forum: Modding help
Topic: Debugging utilities built in to Factorio
Replies: 15
Views: 11510

Debugging utilities built in to Factorio

I'm wondering what debugging modules are built into Factorio. I know about game.player.print. Are there any other facilities? For example, there are pretty printers that will print tables to strings. Is such a printer built into Factorio? Also, are there any better alternatives than the game console...
by obstinate
Sun Apr 17, 2016 3:24 pm
Forum: Ideas and Requests For Mods
Topic: Automatic mining monitor
Replies: 0
Views: 855

Automatic mining monitor

I had an idea for a mod that would track the status of resource fields automatically. I know a mod like this exists that allows manual specification of the field to be monitored. I believe it can be done automatically and would significantly reduce the complexity of using a feature like this. Does a...
by obstinate
Fri Apr 15, 2016 2:33 am
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65189

Re: [MOD 0.12.x] Long Reach

I'm glad you like it! I'm playing the game again following the steam release and I personally can't get over how much this little tweak changes things. Glad everyone else is enjoying it too. :)
by obstinate
Fri Apr 15, 2016 2:30 am
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 22580

Re: [MOD 0.12.x] Assembler Light

Sorry, I had totally forgotten that's how I did it. Since it's so easy to fix, I did so. I tagged release 0.0.2. I've tested it briefly on my own factorio and it seems to work fine. Please check the updated link. (Thanks for the contribution!)
by obstinate
Wed Apr 13, 2016 3:12 am
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 22580

Re: [MOD 0.12.x] Assembler Light

It could definitely be moved . . . but I'm a bit lazy to do it. If you want to take a crack at it, you can see how the lights are made on the factory sprites. Send me updated images and I'll put them in. :P
by obstinate
Fri Mar 11, 2016 7:11 am
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65189

Re: [MOD 0.12.x] Long Reach

Considering how simple this mod is, I'd be surprised if it broke outside a major release. That said, please open a github issue if you have a problem. I get those in my email. Thanks. :)
by obstinate
Tue Dec 22, 2015 3:57 am
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43502

Re: Mod-Header Discussion (PLEASE READ)

Looks like this site's robots.txt is open, and specifies the maximum crawl rates. If there is already a fetcher written for appengine that obeys robots.txt, I'll reuse it. Otherwise I'll write mine carefully and make sure to check robots.txt for disallow.
by obstinate
Mon Dec 21, 2015 10:43 pm
Forum: This Forum
Topic: Suggestion: offer this board in HTTPS
Replies: 1
Views: 7784

Suggestion: offer this board in HTTPS

This board contains links to files that would be downloaded onto the user's machine. Besides the occasional vulns that are discovered in zip files, I wouldn't be surprised if a security researcher could find a way to escape the Lua sandbox. Given that mod binaries are normally hosted on github, and ...
by obstinate
Mon Dec 21, 2015 10:12 pm
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43502

Re: Mod-Header Discussion (PLEASE READ)

Is it acceptable to scrape this board? I assume that was the point of having machine readable mods, but just want to confirm. (If I were to scrape, I'd probably scrape once per hour. I could limit myself to 1QPS, or whatever seems reasonable. I would not scrape images, only the forum topics themselv...

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