Search found 259 matches
- Thu Nov 03, 2016 12:04 pm
- Forum: Implemented Suggestions
- Topic: Loading items into entities on the run...
- Replies: 5
- Views: 2053
Re: Loading items into entities on the run...
No, it doesn't. Now you have to click on each entity. But I suggest not clicking but keeping the button pressed.
- Thu Nov 03, 2016 9:14 am
- Forum: Implemented Suggestions
- Topic: Loading items into entities on the run...
- Replies: 5
- Views: 2053
Loading items into entities on the run...
...like conveyor line building: take a stack of ammo clips (or ore) into hand and run along a row of turrets (or furnaces) with Ctrl+LMB pressed - and items will be inserted into. Or Ctrl+RMB to insert a half of items held in the hand.
Useful for early game, and for setting up outposts.
Useful for early game, and for setting up outposts.
- Thu Nov 03, 2016 7:20 am
- Forum: Modding help
- Topic: Are "globals" global?
- Replies: 2
- Views: 783
Re: Are "globals" global?
That's it, thanks. =)daniel34 wrote:you also don't need to prefix your own globals as collisions can't happen
- Thu Nov 03, 2016 6:39 am
- Forum: Modding help
- Topic: Are "globals" global?
- Replies: 2
- Views: 783
Are "globals" global?
Are vars in global[] global amongst all mods or each mod has got its own globals?
- Mon Oct 31, 2016 1:38 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542193
Re: Let's see your clever builds
A little bit of Factorissimo power production.
21 MWt balanced charcoal powerstation
Stone Waterwell used.- Sat Oct 29, 2016 12:17 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 63630
Re: Friday Facts #162 - Theme Art Again
I've always found it a bit odd that primitive insect droppings suddenly allow tech breakthroughs for portable fusion etc. Ok then, isn't it odd that primitive insect droppings suddenly allow tech breakthroughs for weaponry (silk for vests) and medicine (poison for curing and drugs, beeswax for cosm...
- Mon Oct 24, 2016 1:30 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36488
Re: [0.14] Teleportation
First: Tnx for this great mod. I always appreciate the work that goes into things like this. One question though: Is it intentional, that the teleportation beacon stops charging when all my steam engines are running at full load but there is still plenty of energy in my accumulators? TP beacon is a...
- Mon Oct 24, 2016 1:19 pm
- Forum: Modding help
- Topic: Allow mod for multiple versions
- Replies: 4
- Views: 1412
Re: Allow mod for multiple versions
I'm sure there was a mod uploaded recently where the author mentioned that the same download would work on both 0.13 and 0.14. I'll see if I can find it (I never did get round to testing if or how it worked).... EDIT: Hrm, couldn't find it. From vague memory he did something like remove the "f...
- Wed Oct 19, 2016 3:45 pm
- Forum: 1 / 0 magic
- Topic: [0.14.14] Horrible FPS drop
- Replies: 7
- Views: 3115
Re: [0.14.14] Horrible FPS drop
Works well. Thanks. But I didn't try to launch the game many times trying to reproduce the lag.
According to the last bug reports, it seems that Steam client is the cause (since the last client update) of some bugs. Is it possible?
According to the last bug reports, it seems that Steam client is the cause (since the last client update) of some bugs. Is it possible?
- Sun Oct 16, 2016 10:42 pm
- Forum: 1 / 0 magic
- Topic: [0.14.14] Horrible FPS drop
- Replies: 7
- Views: 3115
Re: [0.14.14] Horrible FPS drop
Daniel, Rseding, I'll check it out during next two days and leave a reply. Thanks. Rseding, this process stops "eating" CPU time exactly after I close Factorio. And doesn't appear at another time until I run this game. My PC usually works hours between reboots or till shutdown, and I hadn'...
- Sun Oct 16, 2016 10:47 am
- Forum: 1 / 0 magic
- Topic: [0.14.14] Horrible FPS drop
- Replies: 7
- Views: 3115
Re: [0.14.14] Horrible FPS drop
2016-10-16 13-44-05 Factorio 0.14.14.png 2016-10-16 13-54-31 Factorio 0.14.14.png 0.001 2016-10-16 13:49:57; Factorio 0.14.14 (build 25084, win64, steam) 0.001 Operating system: Windows 8.1 0.001 Program arguments: "C:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Rea...
- Sun Oct 16, 2016 9:56 am
- Forum: 1 / 0 magic
- Topic: [0.14.14] Horrible FPS drop
- Replies: 7
- Views: 3115
[0.14.14] Horrible FPS drop
Started a new game and got 1.4 FPS/60 UPS. Even when the game is paused. ...Even in main menu. i5-3570, 16 GB, R9 380. EDIT: Reinstalled the game - nothing changed. When I start the game, ntoskrn.exe appears in task manager and takes one cpu core (25%). And vice versa. Right click the picture and se...
- Sat Oct 15, 2016 9:01 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36488
Re: [0.14] Teleportation
First: Tnx for this great mod. I always appreciate the work that goes into things like this. One question though: Is it intentional, that the teleportation beacon stops charging when all my steam engines are running at full load but there is still plenty of energy in my accumulators? TP beacon is a...
- Mon Sep 26, 2016 9:05 am
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36488
Re: [0.14] Teleportation
No, it's impossible. If something is not charged, then you just get a message. You got me, I had nothing to do so thought I'd make up this bug.... :lol: :lol: Which version of Factorio you are using? It's for 0.14+, or use older version (see changelist). Latest version of Factorio 14.7 or something...
- Thu Sep 22, 2016 3:03 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36488
Re: [0.14] Teleportation
FYI, I got this crash. I think it happened when I tries to teleport using a teleporter that was not charged. http://i.imgur.com/Pb0vSDQ.png No, it's impossible. If something is not charged, then you just get a message. Which version of Factorio you are using? It's for 0.14+, or use older version (s...
- Sat Sep 17, 2016 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.5] [Rseding91] Crash taking blueprint from inventory: "(282): Blueprint::draw" REOPENED
- Replies: 8
- Views: 2278
Re: [14.5] [Rseding91] Crash taking blueprint from inventory: "(282): Blueprint::draw" REOPENED
Ok. =) Thanks.Rseding91 wrote:I made another change that might fix it. Since I wasn't able to reproduce it again let me know if it happens again for you in 0.14.8.
- Sat Sep 17, 2016 11:10 am
- Forum: Resolved Problems and Bugs
- Topic: [14.5] [Rseding91] Crash taking blueprint from inventory: "(282): Blueprint::draw" REOPENED
- Replies: 8
- Views: 2278
Re: [14.5] [Rseding91] Crash taking blueprint from inventory: "(282): Blueprint::draw"
This may be fixed in a different fix I applied for blueprint tooltips in 0.14.6. If you get the same crash in 0.14.6 please let me know. The same crash on 0.14.7 0.001 2016-09-17 13:48:35; Factorio 0.14.7 (build 24699, win64, steam) 0.001 Operating system: Windows 8.1 0.001 Program arguments: "...
- Thu Sep 15, 2016 9:32 pm
- Forum: Modding help
- Topic: [0.14.6] built_by -> last_user
- Replies: 6
- Views: 1356
Re: [0.14.6] built_by -> last_user
Thanks.Adil wrote:By determining the version of the "base" mod.
- Thu Sep 15, 2016 9:16 pm
- Forum: Modding help
- Topic: [0.14.6] built_by -> last_user
- Replies: 6
- Views: 1356
[0.14.6] built_by -> last_user
How should I make my mod compatible with pre-0.14.6 Factorio versions? if event.created_entity.built_by then --or if event.created_entity["built_by"] then - this row is bad local player = event.created_entity.built_by --pre-0.14.6 compatibility else local player = event.created_entity.last...
- Thu Sep 15, 2016 1:23 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: FactorioCalc - A factory precalculation tool
- Replies: 1
- Views: 2699
Re: FactorioCalc - A factory precalculation tool
Added:
• rocket assembling;
• resources mining;
• oil pumping.
Fixed:
• minor visual fixes.
Download link is in the first post.
• rocket assembling;
• resources mining;
• oil pumping.
Fixed:
• minor visual fixes.
Download link is in the first post.