Search found 532 matches

by GotLag
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...
by GotLag
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.
by GotLag
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.
by GotLag
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.
by GotLag
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.
by GotLag
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...
by GotLag
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.
by GotLag
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.
by GotLag
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?
by GotLag
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.
by GotLag
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.
by GotLag
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.
by GotLag
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 :oops: - hence the uncertainty about balance
by GotLag
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).
by GotLag
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?
by GotLag
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...
by GotLag
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.
by GotLag
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.
by GotLag
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:...
by GotLag
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?

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