Search found 532 matches
- Mon Jul 27, 2015 7:01 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92407
Re: Electric Furnaces [1.0.0]
Normal coal furnance: 180kW of heat energy from burning coal. Electric furnance: 240kW of electric energy, "coal energy" to electric energy conwersion effectivity: 50%, so "coal energy" consumption will be 240/0,5=480kW. Ratio is 480/180=2,6(6) - rather high Changing it to 135kW...
- Wed Jul 22, 2015 12:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 287021
Re: [MOD 0.12.x] Landfill (2.1.5)
Removing concrete/stone very occasionally crashes the game, I haven't noticed any pattern to it.
- Wed Jul 22, 2015 11:45 am
- Forum: General discussion
- Topic: 0.12 - Stone and concrete path 'mine a path'
- Replies: 7
- Views: 13675
Re: 0.12 - Stone and concrete path 'mine a path'
Occasionally it terraforms land into water instead.
- Wed Jul 22, 2015 10:33 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105093
Re: Side Inserters [1.0.1]
Thanks, I completely forgot to check if the 12.0 update had broken the migration script. Fixed and updated.
- Tue Jul 21, 2015 2:55 pm
- Forum: Modding help
- Topic: Collision mask
- Replies: 6
- Views: 2349
Re: Collision mask
The transport belt optimisations mean that items on belts don't collide any more.
- Tue Jul 21, 2015 2:50 pm
- Forum: Modding discussion
- Topic: Prototype definitions reference format
- Replies: 14
- Views: 20986
Re: Prototype definitions reference format
Bump. Is there any way we modders can get a list of available properties/methods for all prototypes? At the moment it's a struggle getting the info we need from the game. For Lua objects: /c sel = function() return game.player.selected; end /c mh = function() game.make_file("help/" .. sel...
- Sun Jul 19, 2015 4:37 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105093
Re: Side Inserters [1.0.0]
The only changes my mod makes are to the insert positions. The values I use are consistent with the base versions, but rotated 90 degrees. I'm going to say it's due to 0.12.0.
- Sat Jul 18, 2015 4:57 pm
- Forum: Modding help
- Topic: How do sprite shifts work
- Replies: 3
- Views: 1958
Re: How do sprite shifts work
Thanks but I already whipped up an Excel spreadsheet to do it for me.
- Sat Jul 18, 2015 11:49 am
- Forum: Modding discussion
- Topic: Prototype definitions reference format
- Replies: 14
- Views: 20986
Re: Prototype definitions reference format
Any news on getting this updated?
- Sat Jul 18, 2015 10:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Removing concrete sometimes creates water
- Replies: 3
- Views: 2152
Re: [0.12.0] Removing concrete sometimes creates water
It seems like the function to change a tile is still somewhat broken, I remember having similar troubles when I made the landfill mod about a year ago.
- Sat Jul 18, 2015 9:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Removing concrete sometimes creates water
- Replies: 3
- Views: 2152
[0.12.0] Removing concrete sometimes creates water
Playing around with concrete in sandbox mode, and I found that if I place concrete such that it is entirely surrounded by grass, removing the concrete creates water tiles beneath.
- Sat Jul 18, 2015 5:55 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105093
Re: Side Inserters [1.0.0]
Here you go, this version has all the coloured arrows replaced with white:
[snip]
Remove "_high_contrast" from the filename after downloading.
Edit: replaced default icons with improved contrast version.
[snip]
Remove "_high_contrast" from the filename after downloading.
Edit: replaced default icons with improved contrast version.
- Fri Jul 17, 2015 6:01 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92407
Re: Electric Furnaces [1.0.0]
I actually don't know - I started to play the game, and then got totally sidetracked tinkering with mods. I've never got around to building beyond the blue science pack phase - hence the uncertainty about balance
- Fri Jul 17, 2015 5:55 pm
- Forum: Modding discussion
- Topic: Mod changes in 0.12
- Replies: 21
- Views: 26688
Re: Mod changes in 0.12
Oh no doubt it's more efficient the new way. It's just that the old way let me tinker with belt outputs without having to add any real event handling (other than placement and removal of the modified splitters).
- Fri Jul 17, 2015 5:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
- Replies: 32
- Views: 23700
Re: [0.12] Command Control - Remote viewing and management
That's a neat concept, I'll give it a shot.
In regards to not showing previous radars on first use, would a migration script fix that?
In regards to not showing previous radars on first use, would a migration script fix that?
- Fri Jul 17, 2015 5:46 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92407
[MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Type: Mod Name: Electric Furnaces Description: Adds electric versions of stone and steel furnaces, and late-game advanced electric furnace License: No rights reserved Version: 1.3.3 Release: 2016-04-25 Tested-With-Factorio-Version: 0.12.30 Category: SimpleExtension Tags: Furnace, ElectricFurnace Dow...
- Fri Jul 17, 2015 5:27 pm
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 47992
Re: [0.11.x] Belt Utilities
Changes to belt mechanics in 0.12.0 have completely broken the method I was using to block lanes, it may take a while to find a viable alternative.
- Fri Jul 17, 2015 5:19 pm
- Forum: Modding discussion
- Topic: Mod changes in 0.12
- Replies: 21
- Views: 26688
Re: Mod changes in 0.12
Cheers, it works. Hadn't thought to try that.
A more serious problem: the changes to belt mechanics have completely broken my lane splitters. I was spawning invisible decoration entities to block half of each output belt, but the new belts seem to ignore collisions entirely.
A more serious problem: the changes to belt mechanics have completely broken my lane splitters. I was spawning invisible decoration entities to block half of each output belt, but the new belts seem to ignore collisions entirely.
- Fri Jul 17, 2015 5:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105093
[MOD 0.12.x, 0.13.x] Side Inserters
Big changes in 0.13 release, see Description and Migration below Type: Mod Name: Side Inserters Description: Adds left- and right-sided versions of all base inserters License: No rights reserved Version: 1.0.8 Release: 2016-04-29 Tested-With-Factorio-Version: 0.12.31 Category: SimpleExtension Tags:...
- Fri Jul 17, 2015 4:57 pm
- Forum: Modding discussion
- Topic: Mod changes in 0.12
- Replies: 21
- Views: 26688
Re: Mod changes in 0.12
game.alwaysday=true no longer works in console, is there a new way to do this or has it been disabled?