Search found 1521 matches
- Sat Mar 08, 2014 2:47 pm
- Forum: Implemented mod requests
- Topic: Allow mod zip files to have version numbers
- Replies: 13
- Views: 11870
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 ...
- Sat Mar 08, 2014 2:44 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 19085
Re: [MOD 0.9.x] Pipe Dream
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?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.
- Sat Mar 08, 2014 2:43 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 19085
Re: [MOD 0.9.x] Pipe Dream
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.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
- 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: 4730
Re: [0.9.2] Loading 0.9.1 save game crashes
Aha! This is the step that I was missing.drs9999 wrote:3. delete the script.dat in the save-game
- Sat Mar 08, 2014 6:07 am
- Forum: Won't implement
- Topic: Merge pipe and pipe-to-ground types
- Replies: 3
- Views: 4395
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 ...
I don't think pipes-to-ground are what you actually want. It seems like you want normal pipes ...
- Sat Mar 08, 2014 5:56 am
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 19085
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.
- Sat Mar 08, 2014 5:42 am
- Forum: Implemented mod requests
- Topic: Allow arbitrary inserter pickup/drop locations
- Replies: 5
- Views: 4909
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 ...
- Sat Mar 08, 2014 5:37 am
- Forum: Releases
- Topic: Version 0.9.2
- Replies: 24
- Views: 31439
Re: Version 0.9.2
I suck at artwork. https://forums.factorio.com/forum/vie ... =14&t=2719sparr wrote:I'll have a mod for them published tonight if I can come up with some artwork.Animar wrote:I Would like to see them added in 9.3 ^^kovarex wrote:90 degrees inserters
- Sat Mar 08, 2014 5:36 am
- Forum: Mods
- Topic: [MOD 0.9.2] Insert This
- Replies: 15
- Views: 17403
[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 ...
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 ...
- 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: 4398
[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 ...
I accidentally created an inserter that could pick up from its own insert location. This ...
- Sat Mar 08, 2014 3:38 am
- Forum: Won't implement
- Topic: Merge pipe and pipe-to-ground types
- Replies: 3
- Views: 4395
Merge pipe and pipe-to-ground types
I ask this because I want to use the artwork features of the pipe type, including different images for different connection directions, for a pipe-to-ground entity. I can't see any reason they are differentiated. It looks like they could be cleanly merged right now without breaking any functionality.
- Sat Mar 08, 2014 3:33 am
- Forum: Mods
- Topic: Working on a mod with more pipes
- Replies: 6
- Views: 9998
- Sat Mar 08, 2014 3:33 am
- Forum: Ideas and Suggestions
- Topic: Long pipes
- Replies: 10
- Views: 5664
- Sat Mar 08, 2014 3:32 am
- Forum: Ideas and Suggestions
- Topic: Climb / jump over pipes
- Replies: 22
- Views: 16950
- Sat Mar 08, 2014 3:31 am
- Forum: Mods
- Topic: [MOD 0.9.x] Pipe Dream
- Replies: 13
- Views: 19085
[MOD 0.9.x] Pipe Dream
This mod adds more types of pipes to the game.
https://github.com/sparr/factorio-mod-pipe-dream
Features:
Half and fully buried pipes. Passable for the player and car and biters. Can be repeated indefinitely without coming above ground. Cannot turn. Fully buried can go below buildings and rocks ...
https://github.com/sparr/factorio-mod-pipe-dream
Features:
Half and fully buried pipes. Passable for the player and car and biters. Can be repeated indefinitely without coming above ground. Cannot turn. Fully buried can go below buildings and rocks ...
- Sat Mar 08, 2014 3:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] crash when loading save with "Test mode" mod
- Replies: 7
- Views: 5297
[0.9.2] crash when loading save with "Test mode" mod
I can't attach a save because it's too large, but here's the crash:
Thread 3 Crashed:
0 com.factorio.factorio 0x00000001000a439e CustomGui::setElementPosition(CustomGuiElement*, CustomGui::Position) + 286
1 com.factorio.factorio 0x00000001000a46f9 CustomGui::updateRootElementsPosition() + 217
2 com ...
Thread 3 Crashed:
0 com.factorio.factorio 0x00000001000a439e CustomGui::setElementPosition(CustomGuiElement*, CustomGui::Position) + 286
1 com.factorio.factorio 0x00000001000a46f9 CustomGui::updateRootElementsPosition() + 217
2 com ...
- Sat Mar 08, 2014 2:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Robots not using frames
- Replies: 7
- Views: 3588
Re: [0.9.2] Robots not using frames
Looking at recipe.lua this seems to apply to just logistic robots, not construction robots?
- Sat Mar 08, 2014 2:11 am
- Forum: Releases
- Topic: Version 0.9.2
- Replies: 24
- Views: 31439
Re: Version 0.9.2
I'll have a mod for them published tonight if I can come up with some artwork.Animar wrote:I Would like to see them added in 9.3 ^^kovarex wrote: 90 degrees inserters
- Sat Mar 08, 2014 2:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] pipe to ground distance limit weird
- Replies: 3
- Views: 1523
[0.9.2] pipe to ground distance limit weird
When connecting two different pipe-to-ground entities with different max_underground_distance limits, the limit of the current item is enforced, instead of using the max or min of the two items. This means that building the two items in a different order produces a different connection state.
- Fri Mar 07, 2014 10:18 pm
- Forum: Modding interface requests
- Topic: entities that only collide with each other
- Replies: 7
- Views: 4777
Re: entities that only collide with each other
How do you control which collision mask an entity goes to? I wouldn't put them in player since I don't want them to collide with player, but putting them in ghost *could* work.