Search found 1521 matches
- Fri Mar 07, 2014 10:11 pm
- Forum: Modding interface requests
- Topic: entities that only collide with each other
- Replies: 7
- Views: 4750
entities that only collide with each other
I want to make an entity that does not collide with any full layer, but does collide with copies of itself so that two of them can't be [accidentally] placed in the same tile.
- Fri Mar 07, 2014 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Climb / jump over pipes
- Replies: 22
- Views: 16845
Re: Climb / jump over pipes
If 0.9.2 fixes a bug that I reported then I will be releasing a mod tonight that has 2/3-underground and entirely-underground pipes.dusho wrote:or pipes could be slightly put underground, so just 1/3 of it sticks from the ground and thus make it completely walkable through, like with belts
- Fri Mar 07, 2014 7:50 pm
- Forum: General discussion
- Topic: 0.9.2
- Replies: 16
- Views: 10296
Re: 0.9.2
Ditto. My latest 0.9.1 game is on an island, so I have to restart anyway, and I figure I'll just wait for 0.9.2 to come out first.
- Fri Mar 07, 2014 4:12 pm
- Forum: General discussion
- Topic: Rail junction examples?
- Replies: 5
- Views: 3906
Rail junction examples?
I would appreciate if someone who is good with rails would post some example images to the wiki. They don't have to be big designs, just simple things like a Y and an X and a diamond and maybe a cloverleaf.
As someone new to rails, it's very odd to me that the curved tracks seem to require one tile ...
As someone new to rails, it's very odd to me that the curved tracks seem to require one tile ...
- Fri Mar 07, 2014 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: Large island
- Replies: 17
- Views: 16708
Re: Large island
What size of the starting area did you use.
I had started on island map several times till now and I noticed that the size of such island is proportional to the size of starting area.
Actually I suspect that the whole island is just starting area (a different algorithm is used for creating it ...
I had started on island map several times till now and I noticed that the size of such island is proportional to the size of starting area.
Actually I suspect that the whole island is just starting area (a different algorithm is used for creating it ...
- Fri Mar 07, 2014 5:13 am
- Forum: General discussion
- Topic: 0.9.2
- Replies: 16
- Views: 10296
Re: 0.9.2
There's a reason non-staff users aren't allowed to create threads in the News forum :pCherryKiss wrote:dammit! you can't name a topic 0.9.2 and not have it BE the release topic for 0.9.2
get my hopes up prematurely!
- Thu Mar 06, 2014 10:05 pm
- Forum: General discussion
- Topic: 0.9.2
- Replies: 16
- Views: 10296
Re: 0.9.2
Hooray for time zones, says the person who gets his Factorio releases on Friday morningslpwnd wrote:evening as usual
- Thu Mar 06, 2014 8:19 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 133600
Re: Fight
The pistol seems to be 'for suicide purposes only', despite being ineffectual at even that. it may be able to hold off a couple biters, but isn't suitable for even a single nest if the player needs to move out of a bad starting spot. The pistol is fine for dealing with the first wave, or even half ...
- Thu Mar 06, 2014 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: Large island
- Replies: 17
- Views: 16708
Large island
There have been a few reports of this, but all of them were about small islands.
I just discovered that my latest game started on an island. I did not discover this until 2-3 hours in. This is very very frustrating, and now I have to start over.
I just discovered that my latest game started on an island. I did not discover this until 2-3 hours in. This is very very frustrating, and now I have to start over.
- Thu Mar 06, 2014 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Long pipes
- Replies: 10
- Views: 5657
Re: Long pipes
At this point, i wish we had longer underground sections of pipe (and belts). it's almost impossible trying to drive a car through the narrow gaps without ramming long-distance oil lines. I'll be releasing this mod shortly after 0.9.2 comes out, and it includes "buried pipes" which go an unlimited ...
- Wed Mar 05, 2014 9:32 pm
- Forum: Mods
- Topic: Working on a mod with more pipes
- Replies: 6
- Views: 9993
Re: Working on a mod with more pipes
I don't find them confusing at all. I'm very happy to play with a mod that gives me unlimited length underground belts and pipes. Unfortunately the current price scheme makes that infeasible. That's why part of this pipe mod makes a one-tile underground pipe that can be repeated without coming above ...
- Wed Mar 05, 2014 7:08 pm
- Forum: Implemented Suggestions
- Topic: Prompt when loading a game with new/different mods
- Replies: 0
- Views: 2908
Prompt when loading a game with new/different mods
If a game was saved using specific mods, and the player has disabled some of them, or enabled new ones, or upgraded a mod, I think the player should be prompted during the load that this is the case. Some mods are slightly "destructive" in that accidentally having them enabled in the middle of a ...
- Wed Mar 05, 2014 6:52 pm
- Forum: Mods
- Topic: Working on a mod with more pipes
- Replies: 6
- Views: 9993
Re: Working on a mod with more pipes
If you're going to change the default from 5 to 10, consider changing it to 11-or-more? This would allow existing designs to just have every second pair of pipes be removed.
- Wed Mar 05, 2014 4:51 pm
- Forum: Modding help
- Topic: Can an entity have no collision box?
- Replies: 12
- Views: 5330
Re: Can an entity have no collision box?
Thanks. Do you have any info on what goes on each layer by default? Or how to make a specific entity appear on a specific layer?
- Wed Mar 05, 2014 3:18 pm
- Forum: Modding help
- Topic: Can an entity have no collision box?
- Replies: 12
- Views: 5330
Re: Can an entity have no collision box?
Update from the other thread: The collision box is important for other reasons. The correct way to make an entity not collide with specific things (such as the player) is to use the collision_mask. I will try to document this on the wiki as I figure it out.
- Wed Mar 05, 2014 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: pipe-to-ground entities limited to 1 underground connectio
- Replies: 5
- Views: 1950
Re: pipe-to-ground entities limited to 1 underground connect
In my tests I am using entities with connections in two or four directions. The only time I have two connections in the same direction is when one is underground and the other is aboveground, but that does not seem to affect this behavior. Even with potential connections in four different directions ...
- Wed Mar 05, 2014 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: collision mask doodad layer named "doodat-layer"
- Replies: 2
- Views: 1313
collision mask doodad layer named "doodat-layer"
I can't find where the layers are actually defined, so I don't know if this is a spelling mistake that still functions or an actual bug.
- Wed Mar 05, 2014 3:10 pm
- Forum: Not a bug
- Topic: pipe-to-ground with no collision box gives connection error
- Replies: 3
- Views: 3922
Re: pipe-to-ground with no collision box gives connection er
Actually, I wanted it to not collide with the player. I didn't even realize that not colliding with buildings was an option! The collision_mask is something I had overlooked because it is used in so few places. Setting it to empty seems to have at least the desired effect. I will have to investigate ...
- Wed Mar 05, 2014 3:01 am
- Forum: Resolved Problems and Bugs
- Topic: pipe-to-ground entities limited to 1 underground connectio
- Replies: 5
- Views: 1950
Re: pipe-to-ground entities limited to 1 underground connect
I just discovered that *sometimes* the second connection works. I can't discern a pattern, although it always works or doesn't work in the same situation, so it's consistent.
- Wed Mar 05, 2014 3:00 am
- Forum: Modding help
- Topic: Can an entity have no collision box?
- Replies: 12
- Views: 5330
Re: Can an entity have no collision box?
That doesn't seem to be relevant here. I checked and other entities like logistic-robot do have zero-size collision boxes, so presumably this should work. I did manage to copy the error message for a zero-size collision box and it's not directly applicable to the collision box so I filed a bug ...