Search found 532 matches

by GotLag
Thu Mar 14, 2019 11:11 am
Forum: Gameplay Help
Topic: [0.17.9] I can't get the speakers to work! [SOLVED]
Replies: 7
Views: 702

Re: [0.17.9] I can't get the speakers to work!

That's... really weird. Can you post your full mod list? I did a quick test on a sandbox map and it worked with Electric Furnaces enabled.
by GotLag
Wed Mar 13, 2019 6:41 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.11] Trains waiting at chain signals keeping changing state
Replies: 3
Views: 1126

Re: [0.17.11] Trains waiting at chain signals keeping changing state

Odd, I could only get it to happen on my save when using circuit conditions. My trains were waiting for the same one station, held back by chain signals.
by GotLag
Wed Mar 13, 2019 12:56 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.11] Trains waiting at chain signals keeping changing state
Replies: 3
Views: 1126

[kovarex] [0.17.11] Trains waiting at chain signals keeping changing state

In Honk , I use the change of state to defines.train_state.arrive_signal to sound the horn for trains coming to a stop at signals. I've received complaints from users and done some testing, and found that trains waiting at a chain signal for a red normal signal will, every 5 seconds or so, change st...
by GotLag
Tue Mar 12, 2019 11:29 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Replies: 14
Views: 1186

Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner

Thanks, being that it wasn't in the changelog I might never have noticed :)
by GotLag
Tue Mar 12, 2019 11:23 am
Forum: Modding help
Topic: Increasing audible range of sound
Replies: 1
Views: 216

Re: Increasing audible range of sound

So far the best I've been able to think up is finding all approximately nearby players, doing a finer distance calculation on them, and then playing the sound for each of those players at a volume proportionate to the distance.

This strikes me as sub-optimal
by GotLag
Tue Mar 12, 2019 5:44 am
Forum: Modding help
Topic: Increasing audible range of sound
Replies: 1
Views: 216

Increasing audible range of sound

I've been rebuilding Honk to use the play_sound function instead of spawning invisible explosions, and I'm not 100% sure but it feels like the volume falloff over distance is more severe than it used to be. Is there any way to increase the audible range of a sound without simply making it audible ev...
by GotLag
Mon Mar 11, 2019 2:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Replies: 14
Views: 1186

Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner

Then change this. If even an mod could do it before, why wouild u remove that feature when u add it to the game? ( :roll: :roll: :roll: :roll: ) This is not how you win friends and influence people. @Rseding So, can't we just allow this? Both for fast-replace and upgrade planner, when both source a...
by GotLag
Sat Mar 09, 2019 5:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Replies: 14
Views: 1186

Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner

orzelek wrote:
Sat Mar 09, 2019 5:42 pm
Or we should post this as an suggestion?
Posted here
by GotLag
Fri Mar 08, 2019 1:02 pm
Forum: Implemented Suggestions
Topic: Carry over custom inserter pickup/drop when upgrading/fast replacing
Replies: 15
Views: 821

Carry over custom inserter pickup/drop when upgrading/fast replacing

Currently, manually fast-replacing or using the upgrade planner on an inserter results in the upgraded inserter reverting to the prototype's pickup_position and drop_position. I'd like to suggest that when an inserter is fast-replaced or upgraded, if the prototypes allow custom vectors then the pick...
by GotLag
Thu Mar 07, 2019 11:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
Replies: 21
Views: 7928

Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?

(Also, a quirk, like in 0.16, the default_temperature for water and steam is 15, but for the other fluids 25...) This is what enables the long-time feature of engines destroying other fluids. Their higher-than-background temperature and minimal heat capacity mean there's a tiny amount of energy inh...
by GotLag
Thu Mar 07, 2019 2:50 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 58535

Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

I've slightly changed the way incineration recipes are generated, now the burner incinerator can't destroy burner fuel (except for wood), and the electric incinerator can destroy any item at all, including fuels.
by GotLag
Thu Mar 07, 2019 2:36 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 75145

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

Fixed, thanks for pointing that out.
by GotLag
Tue Mar 05, 2019 5:34 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Honk!
Replies: 32
Views: 18081

Re: [MOD 0.12.x, 0.13.x] Honk!

Thanks, and I know what you mean - I made the mod as a joke response to a throwaway line in the Factorio IRC channel, and now I can't play without it.

Railyards feel so empty and lifeless without the gentle honking of migrating trains :)
by GotLag
Thu Feb 28, 2019 5:07 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Replies: 14
Views: 1186

Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner

Is there anything in the API to let me detect this and handle it programmatically?
by GotLag
Wed Feb 27, 2019 10:21 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 75145

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

Any electric boiler is going to require as much power to run as you get from putting its steam through an engine, unless the designer explicitly gives it more than 100% efficiency. This mod seems more what you're after, but it hasn't been updated for 0.17 yet: https://mods.factorio.com/mod/CW-therma...
by GotLag
Wed Feb 27, 2019 10:14 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 75145

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

It's intended for providing steam for things like coal liquefaction, or advanced oil processing (if using a modified recipe that uses steam instead of water).

While you could use it to make a solar power plant store steam for night-time usage, that's not what it's really meant for.
by GotLag
Wed Feb 27, 2019 12:20 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 75145

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

I just made a quick test setup, and when powered with 900 kW they produce 30 steam per second, or 1800 per minute.

Do note that the coal-fired boiler produces twice as much steam
by GotLag
Wed Feb 27, 2019 11:54 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Replies: 14
Views: 1186

[0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner

As per the title, when using the new upgrade planner to replace inserters that have had their pickup_position or drop_position changed by a mod, those changed positions are reset to default on the replacement entity.

Is this intended behaviour?
by GotLag
Fri Feb 15, 2019 7:32 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 58535

Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

That's by design. The mod doesn't create incineration recipes for any fuel with an energy value equal to coal (or greater). This is so that a coal-fired burner incinerator doesn't just destroy your entire fuel supply. Factorio 0.17 is due out soon, when that's released I'll add an options menu setti...
by GotLag
Sun Apr 15, 2018 9:23 pm
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 23
Views: 4996

Re: [0.15] Side Inserters & Long Inserters

It's a base game limitation.

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