Search found 1511 matches

by sparr
Sat Mar 08, 2014 7:20 pm
Forum: Gameplay Help
Topic: Oil Fields,
Replies: 4
Views: 5103

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: 5360

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: 16425

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: 5360

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: 17721

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: 3155

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: 4755

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: 1984

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: 1984

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: 1301

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 ...
by sparr
Sat Mar 08, 2014 2:47 pm
Forum: Implemented mod requests
Topic: Allow mod zip files to have version numbers
Replies: 13
Views: 11234

Allow mod zip files to have version numbers

The game seems to expect a mod's zip file to have the same name as the mod's directory would have. This is annoying when mods have different versions available for download. For example, right now in my downloads folder I have "testingmode.zip" and "testingmode (1).zip" and "testingmode (2).zip ...
by sparr
Sat Mar 08, 2014 2:44 pm
Forum: Mods
Topic: [MOD 0.9.x] Pipe Dream
Replies: 13
Views: 18120

Re: [MOD 0.9.x] Pipe Dream

ficolas wrote:You should change the render layer of the buried pipe to a different one, so it isnt on top of doodads and stuff.
Does changing the render layer change which layer is used for collision masking? Also, what is the difference in render_layer and final_render_layer?
by sparr
Sat Mar 08, 2014 2:43 pm
Forum: Mods
Topic: [MOD 0.9.x] Pipe Dream
Replies: 13
Views: 18120

Re: [MOD 0.9.x] Pipe Dream

xng wrote:Path __pipe-dream__/graphics/entity/pipe-buried-full/pipe-buried-full-leftright.png does not match any mod.
The loading of the game works if unzipping it
The problem is that I put the version number in the zip file name. If the zip file is named "pipe-dream.zip" then it will work.
by sparr
Sat Mar 08, 2014 2:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Loading 0.9.1 save game crashes
Replies: 7
Views: 4172

Re: [0.9.2] Loading 0.9.1 save game crashes

drs9999 wrote:3. delete the script.dat in the save-game
Aha! This is the step that I was missing.
by sparr
Sat Mar 08, 2014 6:07 am
Forum: Won't implement
Topic: Merge pipe and pipe-to-ground types
Replies: 3
Views: 4091

Re: Merge pipe and pipe-to-ground types

I would guess because pipes-to-ground are rotatable and normal pipes are not. Sure, but allowing a single pipe to be rotated wouldn't need to have any effect on how they behave when they have neighbors.
I don't think pipes-to-ground are what you actually want. It seems like you want normal pipes ...
by sparr
Sat Mar 08, 2014 5:56 am
Forum: Mods
Topic: [MOD 0.9.x] Pipe Dream
Replies: 13
Views: 18120

Re: [MOD 0.9.x] Pipe Dream

It is likely that feedback on this mod will have impact on the types of pipes in the official/base game.
by sparr
Sat Mar 08, 2014 5:42 am
Forum: Implemented mod requests
Topic: Allow arbitrary inserter pickup/drop locations
Replies: 5
Views: 4498

Re: Allow arbitrary inserter pickup/drop locations

So the pickup position / insert position is now implemented for the 0.9.2. This will allow (among others) the 90 degree inserters. Further proposed changes can be done in the future but I am reluctant to do them now so close to the bugfix release (the further changes are not trivial). Thanks! I ...
by sparr
Sat Mar 08, 2014 5:37 am
Forum: Releases
Topic: Version 0.9.2
Replies: 24
Views: 29761

Re: Version 0.9.2

sparr wrote:
Animar wrote:
kovarex wrote:90 degrees inserters
I Would like to see them added in 9.3 ^^
I'll have a mod for them published tonight if I can come up with some artwork.
I suck at artwork. https://forums.factorio.com/forum/vie ... =14&t=2719
by sparr
Sat Mar 08, 2014 5:36 am
Forum: Mods
Topic: [MOD 0.9.2] Insert This
Replies: 15
Views: 16425

[MOD 0.9.2] Insert This

This mod adds more types of inserters to the game.

https://github.com/sparr/factorio-mod-insert-this

Features:

90 degree inserters, left and right variants. Otherwise function like normal inserters.
Long handled inserters to move items from 2 tiles away to 1 tile away and vice versa ...
by sparr
Sat Mar 08, 2014 5:17 am
Forum: Not a bug
Topic: [0.9.2] inserters prefer pickups close to their center
Replies: 4
Views: 4143

[0.9.2] inserters prefer pickups close to their center

I think that given the choice between two different pickup targets, an inserter should choose the one closer to its pickup location. It appears that they currently choose the one closer to the inserter itself.

I accidentally created an inserter that could pick up from its own insert location. This ...

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