Search found 1352 matches
- Tue Jan 13, 2015 5:10 pm
- Forum: Gameplay Help
- Topic: Do Efficiency Modules Reduce Pollution?
- Replies: 12
- Views: 18542
Re: Do Efficiency Modules Reduce Pollution?
They do, look at the machines tooltip without a module in it, put one in and look again. Pollution is reduced by the % of the module (i think, not tested). It's because the pollution depends on the power-consumption. So efficiency modules give you double the benefit when using steam as your powersou...
- Tue Jan 13, 2015 2:55 pm
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 46270
Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
That drone is awesome! :D Originally i was just browsing your code on github (after readening in moding help) when i stumbled upon player/drone.lua After immediatly downloading and testing it: It's exactly what i hoped it to be ;) Further restrictions for the drone: time before batteries run out? Re...
- Tue Jan 13, 2015 2:07 pm
- Forum: Modding help
- Topic: Need help with mod
- Replies: 8
- Views: 2644
Re: Need help with mod
A guess: you modified the conditions e.g. if data.raw.item["electronic-circuit"] then ? Another guess: instead of electronic circuits it had a mod item in it? Just remove all the stuff with if else and keep the recipes, e.g. { type = "recipe", name = "solar-panel-small-2&quo...
- Mon Jan 12, 2015 2:27 pm
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 46068
Re: SmartTrains 0.1.5 [WIP0.11.8+]
Since it's only a 1 line change:n9103 wrote:It's going to be awhile, since I'm in the middle of an old version's game (.11.5) but I'll chime in when I do decide to update.
SmartTrains 0.1.6
Changes: should work for 0.11.5+, small visual changes to the UI
- Mon Jan 12, 2015 9:31 am
- Forum: Gameplay Help
- Topic: Different speed of loading inserters
- Replies: 4
- Views: 2267
Re: Different speed of loading inserters
Not sure what i'd call this behaviour: Bug or feature? To me it doesn't make sense (the reason is clear, but not the reasoning behind it) Reason: http://screenshooter.net/p/screen/101738174/itofalw Results: (time it took the inserter to move 50 wooden chests, train inserters set to work while wooden...
- Mon Jan 12, 2015 7:46 am
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 103071
Re: Introduction, Downloads & Release history
A little late but sill: Thanks for the mod, not only is it providing really good features for testing stuff but also helped me learn the gui stuff :) One question though: Under what license is your mod? I'd like to use the way you create your tm-icon- styles in my mod. I could make Test mode a depen...
- Sun Jan 11, 2015 11:06 pm
- Forum: Gameplay Help
- Topic: How to remove enemies via console?
- Replies: 27
- Views: 38800
Re: How to remove enemies via console?
Try this: /c local struct = {} local c, t = 0, 0 for coord in game.getchunks() do local X,Y = coord.x, coord.y find = {"biter-spawner", "spitter-spawner", "small-worm-turret", "medium-worm-turret", "big-worm-turret"} if game.ischunkgenerated{X,Y} the...
- Sun Jan 11, 2015 8:31 am
- Forum: Modding discussion
- Topic: Playing around with Map Settings - enemy_expansion
- Replies: 3
- Views: 6093
Re: Playing around with Map Settings - enemy_expansion
My biggest curiosity is how the "min_player_base_distance" changes things, as I'm not sure what properly counts as a player base. I think everything the player builds counts as a base (even one single wall, electric post) To try: activate show_enemey_expansion_candidates in the debug scre...
- Sat Jan 10, 2015 9:16 am
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 46068
Re: SmartTrains 0.1.0 [WIP0.11.8]
I have noted changes to the rail system that does invoke an invalid route does cause the error "__SmartTrains__\control.lua:423 attempt to perform arithmetic on field 'lastCheck' (a boolean value)" Otherwise is a great mod Fixed in 0.1.5 and thanks ;) I, for one, *love* this mod. Replaced...
- Fri Jan 09, 2015 7:24 pm
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 46068
Re: SmartTrains 0.1.0 [WIP0.11.8]
Not sure if this is addressed in 0.1.1 yet, as I'm still running 0.1.0, but I have encountered a small issue. I have several trains that seem to "share" settings. What I mean is that if I turn auto depart or refuel on or off on certain trains, it turns it on/off on other trains as well. N...
- Fri Jan 09, 2015 7:13 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 40566
Re: Friday Facts #68 The trains
Reading the topic of the FFF: "Yes, yes, yes"
Reading the news:
presignals, more circuit logic. I can't wait
Reading the news:
presignals, more circuit logic. I can't wait
- Fri Jan 09, 2015 9:26 am
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 46068
Re: SmartTrains 0.1.0 [WIP0.11.8]
Thanks for the report, sadly i wasn't able to reproduce it. Try the attached zip to see if it helps. Have you been using an earlier version of the mod on the save before? There's gonna be a new version out today anyways, which hopefully will upgrade without problems from 0.1.0/0.1.1 I'm currently te...
- Fri Jan 09, 2015 9:00 am
- Forum: Modding help
- Topic: Accessing global values of the modg
- Replies: 1
- Views: 823
Re: Accessing global values of the modg
it is in _G.glob.bomber (i think) The console might be it's own chunk, with only interfaces available? And every mod has it's own _G as you can't access the glob from another mod. For quick console debugging im using sth like remote.addinterface("st", { printGlob = function(name) if name t...
- Fri Jan 09, 2015 8:44 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190317
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
There's definitely something wrong with the oil spawn but I didn't give up and eventually after 2 hours I found an oil source. I'm now putting down a 2000 rail long railway to get the oil to my starting area. It's an expensive investment and I know pipes are a lot cheaper but... I like trains. :D T...
- Thu Jan 08, 2015 9:35 am
- Forum: Modding help
- Topic: How to add charging sound to Laser Turrets
- Replies: 1
- Views: 1182
Re: How to add charging sound to Laser Turrets
EDIT: I decided to add a launch sound to the rocket launcher, but it isn't working either. Can anyone see what I'm doing wrong? An untested guess: You need to create a entity like explosion-gunshot or huge-explosion (see prototypes/entity/demo-entities.lua) with your sound. Then change data.raw[&qu...
- Wed Jan 07, 2015 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.8] train passing by occupied station
- Replies: 10
- Views: 6368
Re: [0.8.8] train passing by occupied station
Currently occupied blocks just get penalty of distance (100 + length of block) / (1 + block distance from start). So for one block of length 20 that is just in front of the train, the block gets penalty (120 + 2)/2 -> 61 tiles. Meaning the train will only go the alternative route if it's length is ...
- Wed Jan 07, 2015 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Make rail placing work like Rollercoaster Tycoon
- Replies: 1
- Views: 871
Re: Make rail placing work like Rollercoaster Tycoon
There are plans:
https://forums.factorio.com/forum/vie ... =10#p61763
Can't wait to see how it will work, it's gonna be great as always
https://forums.factorio.com/forum/vie ... =10#p61763
Can't wait to see how it will work, it's gonna be great as always
- Wed Jan 07, 2015 8:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.10] setblueprintentities and diagonal rails
- Replies: 2
- Views: 1219
Re: [0.11.10] setblueprintentities and diagonal rails
After reading that report i remembered this (from the rail layer mod): -- fix for 0.10.12 as direction of diagonal track different for placed entity and direction asked in createentity if railDirection % 2 == 1 then railDirection = (railDirection + 2 * (railDirection % 2)) % 8 end local canplace = g...
- Wed Jan 07, 2015 8:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Updates always require UAC approval
- Replies: 8
- Views: 2963
Re: [0.11.8] Updates always require UAC approval
Yes it fails. Wouldn't call it a bug thouhg, at least not one of Factorio
- Wed Jan 07, 2015 8:13 am
- Forum: General discussion
- Topic: Reducing savegame size/disabling replays
- Replies: 17
- Views: 21069
Re: Reducing savegame size/disabling replays
I'm not finding any replay.dat in any saves that were saved via 11.10, But i wish i knew about this earlier. Haven't updated to 11.10 but are you using mods? If you change/toggle(update?) mods it seems that the replay.dat gets deleted. At least that's what my savegames i just looked at suggest. But...