Search found 1521 matches

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: 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 ...
by sparr
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

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: 19085

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: 4730

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: 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 ...
by sparr
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.
by sparr
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 ...
by sparr
Sat Mar 08, 2014 5:37 am
Forum: Releases
Topic: Version 0.9.2
Replies: 24
Views: 31439

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: 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 ...
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: 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 ...
by sparr
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.
by sparr
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 ...
by sparr
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 ...
by sparr
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?
by sparr
Sat Mar 08, 2014 2:11 am
Forum: Releases
Topic: Version 0.9.2
Replies: 24
Views: 31439

Re: Version 0.9.2

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.
by sparr
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.
by sparr
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.

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