Search found 1524 matches
- Fri Mar 11, 2016 8:52 am
- Forum: Mods
- Topic: [Mod 12.29+] Player sensitive pressure plates 0.1.3
- Replies: 23
- Views: 37486
Re: [Mod 12.20+] Player sensitive pressure plates 0.1.0
Hi and thanks for answer. OK for enlarging the zone with several plates, it's ok for me and that's what I did here with a 2x2 pattern. It would be even better if you connect them automatically together as you want to do :-) I did not use your old version, just the new one. I am in last factorio 0.12...
- Thu Mar 10, 2016 6:33 pm
- Forum: Mods
- Topic: [Mod 12.29+] Player sensitive pressure plates 0.1.3
- Replies: 23
- Views: 37486
Re: [Mod 12.20+] Player sensitive pressure plates 0.1.0
Very nice mod, thanks ! I wish there was also a larger plate (2x2, 3x3 ?) because when you have a lot a exoskelets and move quick , it's not easy to position yourself on the little plate. By the way, I have a map that makes a problem : "Error while running the event handler: __Pressure Plate__/...
- Wed Mar 09, 2016 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Mute sound shortkey ?
- Replies: 0
- Views: 643
Mute sound shortkey ?
Hi,
it would be nice to have a shortcut to mute/unmute all sounds (like Ctrl-M). When you have to answer the phone and continue playing. Or When you want to watch a movie or listen a music on your computer, while factorio running in the background.
Thanks.
it would be nice to have a shortcut to mute/unmute all sounds (like Ctrl-M). When you have to answer the phone and continue playing. Or When you want to watch a movie or listen a music on your computer, while factorio running in the background.
Thanks.
- Wed Mar 09, 2016 5:03 pm
- Forum: Technical Help
- Topic: Slow startup/loading time ?
- Replies: 9
- Views: 17894
Re: Slow start time ?
Yes 12s seems fine ;-) For info, I tested with the --force-d3d : no change. Then I tested with option video memory = all (instead of high) and it seems to correct the problem. Back to a loading time of 10 sec. But I am surprised, because my card has 2Gb ram. So it shouldn't be a problem... And it wa...
- Wed Mar 09, 2016 4:05 pm
- Forum: Technical Help
- Topic: Slow startup/loading time ?
- Replies: 9
- Views: 17894
Re: Slow start time ?
I get about 17 seconds to load. Reasonably fast laptop: SSD + i7 + intel 5500 graphics edit: Adding WaiTex brings it up to about 25 seconds. Thanks for your answer. So my previous loading time of 10 seconds on a good desktop is normal. The new loading time of more than 1 minute is abnormal. I teste...
- Wed Mar 09, 2016 3:38 pm
- Forum: Technical Help
- Topic: Slow startup/loading time ?
- Replies: 9
- Views: 17894
Re: Slow start time ?
Aaaargh, well I updated the drivers, and now it's worse !!! :-( 1 min 20s of load time, with slowdow starting at 33% sprites loading... So it must be a graphical issue (is the game loading sprites in the GPU memory at the start ?), but my drivers are fresh now. NVIDIA 362.00-desktop-win8-win7-winvis...
- Wed Mar 09, 2016 3:18 pm
- Forum: Technical Help
- Topic: Slow startup/loading time ?
- Replies: 9
- Views: 17894
Re: Slow start time ?
Well on this post he has a 20 mins loading screen I am only at 1 min (instead of 10s under 0.12.24)
I have a nvidia drivers 361.43 of 21/12/2015 and they released 362.0.
I'll give it a try right now !
I have a nvidia drivers 361.43 of 21/12/2015 and they released 362.0.
I'll give it a try right now !
- Wed Mar 09, 2016 3:01 pm
- Forum: Technical Help
- Topic: Slow startup/loading time ?
- Replies: 9
- Views: 17894
Slow startup/loading time ?
Hi, I am under steam in 12.26 since 2 last subversions, I noticed that the game is much more longer at start time (loading sprites). I have these timings, with a fresh install, no mods, full screen : 0s: first run 6s: 45% sprites then it is very slowly increasing till around 55% at 45s. 50s: the gam...
- Wed Mar 09, 2016 2:28 pm
- Forum: Modding help
- Topic: Number of satellite sent ?
- Replies: 2
- Views: 852
Re: Number of satellite sent ?
yes you're right !
- Wed Mar 09, 2016 1:33 pm
- Forum: Modding help
- Topic: Number of satellite sent ?
- Replies: 2
- Views: 852
Number of satellite sent ?
Hi,
I'd like to get the number of sattelites sent (the one displayed in the score frame).
I saw an interesting variable global.satellite_sent[force.name] in \data\base\scenarios\freeplay\control.lua
but I wonder how I can read this variable from my mod ?
Thanks for your help.
I'd like to get the number of sattelites sent (the one displayed in the score frame).
I saw an interesting variable global.satellite_sent[force.name] in \data\base\scenarios\freeplay\control.lua
but I wonder how I can read this variable from my mod ?
Thanks for your help.
- Tue Mar 08, 2016 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.26][posila] crash after death and revive by player port
- Replies: 1
- Views: 1819
[0.12.26][posila] crash after death and revive by player port
Hi, I get a crash bug that I can reproduce with all mods off. I have a player port on the map, to ressurect. A train kills me. I appear on the player port, and after a few seconds, I have a crash. If it does not work the first time, try to get kill again by the train, it will work. I send you the ma...
- Tue Mar 08, 2016 9:16 am
- Forum: Modding help
- Topic: order of mods in gui
- Replies: 4
- Views: 1631
Re: order of mods in gui
In https://wiki.factorio.com/index.php?title=Modding_overview you can read : The mods overview is given in the mods/mod-list.json file. The ordering of the mods matters. Mods later in the list have access to prototypes defined by earlier mods. Also when running mod scripts the scripts of earlier mod...
- Tue Mar 08, 2016 8:40 am
- Forum: Modding help
- Topic: data raw ?
- Replies: 2
- Views: 1426
Re: data raw ?
Between data.lua and control.lua, there is a bunch of C++ magic. The developers don't want to expose this to lua, partly because it is a lot of work, and partly because it would hurt performance. We just have to accept that there are 2 different places we can mod stuff, and they don't work together...
- Mon Mar 07, 2016 11:20 pm
- Forum: Modding help
- Topic: order of mods in gui
- Replies: 4
- Views: 1631
order of mods in gui
Hi,
is there a way to force a mod (let's say a "clock") to be the first one at the left in the gui.top row ?
Or to manage mod display order in general ?
thanks for your help.
is there a way to force a mod (let's say a "clock") to be the first one at the left in the gui.top row ?
Or to manage mod display order in general ?
thanks for your help.
- Mon Mar 07, 2016 10:41 pm
- Forum: Modding help
- Topic: data raw ?
- Replies: 2
- Views: 1426
data raw ?
Hi, just a "stupid" question, because I do not completly understand how it works... for example, if I want to change the running_speed of the player, I can add in a data.lua : data.raw.player.player.running_speed = 2 but why can't I put this into a control.lua ? How can I change the runnin...
- Mon Mar 07, 2016 9:14 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 121547
Re: [MOD 0.12.12+] Research queue 1.2.4
Hi, thank you for this nice mod. Factorio doesn't tell me how you clicked on something, it only tells me what element you clicked on. It also doesn't allow me to open base gui's, only gui's I create. However, I was thinking about displaying a 3rd frame that somewhat resembles the current technology ...
- Mon Mar 07, 2016 12:58 am
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 131756
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.15
By the way, is there something I'm missing ? because I do not have the settings icon, nor the renames icons... (as shown in your main post)
- Sun Mar 06, 2016 5:56 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 272878
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Yes, I did not think about these other named true characters. But, maybe you could at least test that player.character is not nil (god mode) And also maybe, you could test if player.character entity has flag "not-on-map" (YARM use this flag, and FAT also, and UPLINK). That should save &quo...
- Sun Mar 06, 2016 4:23 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 131756
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.15
Excuse me for my "newbie" questions. Now that i'm a little more in the game, I understand the oil %. As I'm french, I did not catch the word "yield" but now I understand what it means, so effectively, no "ending" or "empty" calculation possible as for the iron...
- Sun Mar 06, 2016 3:31 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 131756
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.15
Hi again, I saw that before accepting a "eye" on a ressource (and a character change), you check if you are in your body. But the check is an error if the player is in god mod (character = nill), so you could add this simple check also before. I think it's in resmo.lua, line 677 : if playe...