Search found 1521 matches

by sparr
Mon Mar 10, 2014 3:04 pm
Forum: General discussion
Topic: Planning on getting a better game engine?
Replies: 23
Views: 14759

Re: Planning on getting a better game engine?

Blackjack1000K wrote:i can run games with better graphics like gta sa,rimworld,prison architect etc.
The graphics are the slowest part of those games. The graphics are NOT the slowest part of Factorio. The simulation in factorio is much more CPU intensive than any of those other games.
by sparr
Mon Mar 10, 2014 3:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Provide better error message when updater fails
Replies: 5
Views: 2963

Re: [0.9.2] Updater behaves badly when files are modified

Even if this isn't supposed to work, it's still a bug that the user is not informed of why the game is broken. At the very least, there should be a dialog that says "update process interrupted due to change in file XXX".
by sparr
Sun Mar 09, 2014 4:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] car-type sprite sheet renders fully transparent
Replies: 7
Views: 5257

[0.9.2] car-type sprite sheet renders fully transparent

I am trying to make a type="car" entity and use the attached sprite sheet. I have made an exact copy of the "car" entity and changed only the pictures attribute as follows:

pictures =
{
filename = "__im-on-a-boat__/graphics/entity/raft-sheet.png",
line_length = 8,
frame_width = 48,
frame ...
by sparr
Sun Mar 09, 2014 3:14 pm
Forum: General discussion
Topic: German Factorio Forums
Replies: 9
Views: 6157

Re: German Factorio Forums

Agreed, having language-specific forums only splits the community. Do you mean this about having different forum websites, or about having language specific sub-forums on the same site?

Here is a forum that is 90% german, 10% other languages, and it works well to have language sub-forums on the ...
by sparr
Sun Mar 09, 2014 5:59 am
Forum: Gameplay Help
Topic: How to build a plane?
Replies: 5
Views: 5701

Re: How to build a plane?

And it's flagged as advanced-manufacturing, which prevents assembly by hand, I think? Good question. I'm gonna fall back on it not being ready.
by sparr
Sun Mar 09, 2014 12:02 am
Forum: Gameplay Help
Topic: How to build a plane?
Replies: 5
Views: 5701

Re: How to build a plane?

PS: 0.9.2 has an item entry for small-plane but no entity entry for small-plane, so planes might not work yet?
by sparr
Sun Mar 09, 2014 12:02 am
Forum: Gameplay Help
Topic: How to build a plane?
Replies: 5
Views: 5701

Re: How to build a plane?

Assembling Machine 2 has 4 slots, that should be enough.
by sparr
Sun Mar 09, 2014 12:00 am
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Control settings editor page has "Unknown key"
Replies: 2
Views: 1911

Re: [0.9.2] Control settings editor page has "Unknown key"

This appears to be a deficiency in __core__/locale/en/controls.cfg
by sparr
Sat Mar 08, 2014 11:58 pm
Forum: Not a bug
Topic: [0.9.2] Alt mode icons on chests may be difficult to see
Replies: 6
Views: 7486

Re: [0.9.2] Alt mode icons on chests may be difficult to see

I, too, prefer the old behavior. I made a feature request to make things behind the alt icon more visible, but this is not what I had in mind.
by sparr
Sat Mar 08, 2014 7:57 pm
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 149335

Re: [MOD 0.9.x] AdvancedEquipment v0.3.1

I am sad to report that the mod doesn't quite work with 0.9.2, it makes my game crash when I try to load a game, even a newly generated and just saved/loaded right at the start.

I have no clue about what does that, so I can't help fixing it, and that's sad, because it was a very decent mod, when ...
by sparr
Sat Mar 08, 2014 7:20 pm
Forum: Gameplay Help
Topic: Oil Fields,
Replies: 4
Views: 5564

Re: Oil Fields,

They are bright pink squares on the mini map. I think that if you are using a save from before 0.9 that you'll have to explore new chunks of the map for them to get generated.
by sparr
Sat Mar 08, 2014 7:20 pm
Forum: General discussion
Topic: German Factorio Forums
Replies: 9
Views: 6157

Re: German Factorio Forums

If there is demand for language-specific forums I hope the devs would host them here.
there is alredy a french and russian forums:
http://www.factorio.com/community
They seem to be unnused but yea. They would get used more if they were here.

I'm part of a lot of online forums where there are many ...
by sparr
Sat Mar 08, 2014 7:03 pm
Forum: Mods
Topic: [MOD 0.9.2] Insert This
Replies: 15
Views: 17804

Re: [MOD 0.9.2] Insert This

Here is a comparison of steel furnace layouts using the 90 degree inserters. The bottom one seems ideal. It is 17% smaller and uses fewer steel power lines than the "normal" middle layout.
by sparr
Sat Mar 08, 2014 6:58 pm
Forum: General discussion
Topic: German Factorio Forums
Replies: 9
Views: 6157

Re: German Factorio Forums

If there is demand for language-specific forums I hope the devs would host them here.
by sparr
Sat Mar 08, 2014 6:28 pm
Forum: Mods
Topic: [MOD 0.9.x] More Inserters! v1.1
Replies: 13
Views: 19049

Re: [MOD 0.9.x] More Inserters! v1.1

N3X15 wrote:I assume that the correct update process is to simply change whatever_distance to whatever_position = {0, <old value>}, and making the pickup_position's y value negative.
I think you also need to add 0.5 to the distance to get the coordinate's Y value.
by sparr
Sat Mar 08, 2014 6:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Robots not using frames
Replies: 7
Views: 3722

Re: [0.9.2] Robots not using frames

Yes, this slipped here, fixed for 0.9.3 :)
Can we fix it editing a lua file?
Yes. It's in data/base/prototypes/recipe/recipe.lua

{
type = "recipe",
name = "logistic-robot",
enabled = "false",
ingredients =
{
{"advanced-circuit", 2}
},
result = "logistic-robot"
},
{
type = "recipe ...
by sparr
Sat Mar 08, 2014 6:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] crash when loading save with "Test mode" mod
Replies: 7
Views: 5452

How come he has such nice backtraces with names, while
all linux backtraces I've seen / made are only numbers?

EDIT: I guess that's a factorio-produced crash log instead of a segfault?
That's an OSX crash log. Unless they are building with fewer debugging symbols on linux you should be able to ...
by sparr
Sat Mar 08, 2014 3:35 pm
Forum: Modding help
Topic: Require technology for recipe?
Replies: 3
Views: 2315

Re: Require technology for recipe?

Thanks, that did it! That's what I get for copying base recipes instead of high tech recipes :)
by sparr
Sat Mar 08, 2014 3:25 pm
Forum: Modding help
Topic: Require technology for recipe?
Replies: 3
Views: 2315

Require technology for recipe?

I've written two mods that add new recipes and a new technology for those recipes. The technology appears as expected, unresearched, with prerequisites, and allowing the recipes in question. But the recipes are available at the start of the game. How do I stop them from being available?
by sparr
Sat Mar 08, 2014 2:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] pipe to ground distance limit weird
Replies: 3
Views: 1598

Re: [0.9.2] pipe to ground distance limit weird

Just in case you're willing to change your mind... I think sum would make more sense, in terms of realistically representing the amount of materials/pipes that were invested in the creation of the pipe to ground. One pipe to ground costs 5 pipes (two cost 10), and two of them can span 10 tiles. If ...

Go to advanced search