Search found 1521 matches

by sparr
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.
by sparr
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

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
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.
by sparr
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.
by sparr
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 ...
by sparr
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 ...
by sparr
Fri Mar 07, 2014 5:13 am
Forum: General discussion
Topic: 0.9.2
Replies: 16
Views: 10296

Re: 0.9.2

CherryKiss wrote:dammit! you can't name a topic 0.9.2 and not have it BE the release topic for 0.9.2 :P

get my hopes up prematurely! :x
There's a reason non-staff users aren't allowed to create threads in the News forum :p
by sparr
Thu Mar 06, 2014 10:05 pm
Forum: General discussion
Topic: 0.9.2
Replies: 16
Views: 10296

Re: 0.9.2

slpwnd wrote:evening as usual
Hooray for time zones, says the person who gets his Factorio releases on Friday morning :)
by sparr
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 ...
by sparr
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.
by sparr
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 ...
by sparr
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 ...
by sparr
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 ...
by sparr
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.
by sparr
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?
by sparr
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.
by sparr
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 ...
by sparr
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.
by sparr
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 ...
by sparr
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.
by sparr
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 ...

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