Search found 532 matches
- Fri Jul 17, 2015 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Update fails - duplicate x64 folder in patch zip
- Replies: 6
- Views: 2319
Re: [0.12.0] Update fails - duplicate x64 folder in patch zip
You don't need to do anything with it. In C:\Program Files\Factorio\bin\x64, make a new folder called x64 and copy Factorio.exe and Factorio.pdb into it. Run Factorio, check for updates, install the update. After installing, Factorio will fail to load, go to C:\Program Files\Factorio\bin\x64\x64 and...
- Fri Jul 17, 2015 3:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Update fails - duplicate x64 folder in patch zip
- Replies: 6
- Views: 2319
Re: [0.12.0] Update fails
The problem is the path "core-win64-0.11.22-0.12.0-update\__PATH__bin__\x64\" inside core-win64-0.11.22-0.12.0-update.zip, the x64 is unnecessary. Copying the original game files to a new x64 folder inside x64 allows the update to proceed, and copying them back to the original x64 folder a...
- Fri Jul 17, 2015 3:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Update fails - duplicate x64 folder in patch zip
- Replies: 6
- Views: 2319
[0.12.0] Update fails - duplicate x64 folder in patch zip
Win7 64-bit, installer fails with the error message "Error when opening C:\Program Files\Factorio\bin\x64/x64/Factorio.exe for reading: No such file or directory"
Edit: this is using the in-game check for updates
Edit: this is using the in-game check for updates
- Fri Jul 17, 2015 4:21 am
- Forum: Modding help
- Topic: Icons being cropped in-game
- Replies: 0
- Views: 870
Icons being cropped in-game
I've found that custom icons for splitters are being cropped to 16 pixels high (centred on the 32 x 32 icon image). I can't find anything in the prototype definitions for the relevant entities, items or recipes that would cause this. My in-game toolbar (the same problem occurs in the inventory and c...
- Thu Jul 16, 2015 5:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electric boiler
- Replies: 23
- Views: 48486
Re: [0.11.x] Electric boiler
Can you please clarify something for me? I'm having trouble working out from your screenshots if the steam engines end up powering the boilers (even if they're at a lower priority than everything else), or do they not power them at all, in which case how is this achieved? Seems like the engines shou...
- Thu Jul 16, 2015 5:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 48676
Re: [0.11.22] Transformator
I really like that this appears to at last simplify having subordinate power networks.
- Thu Jul 16, 2015 3:23 am
- Forum: Modding help
- Topic: OnTick performance question
- Replies: 5
- Views: 1972
Re: OnTick performance question
While I'm asking questions, is the fluid tick different from the regular tick? I think I remember reading something to that effect, but I can't find documentation for it. The listed fluid consumption for a steam engine is 0.1 per tick, but in-game it appears to be at about 1/10 that speed.
- Wed Jul 15, 2015 1:52 pm
- Forum: Modding help
- Topic: OnTick performance question
- Replies: 5
- Views: 1972
Re: OnTick performance question
How do I correctly initialise a global table?
- Wed Jul 15, 2015 7:53 am
- Forum: Modding help
- Topic: OnTick performance question
- Replies: 5
- Views: 1972
OnTick performance question
I have some logic I'd like to run on a certain type of entity every tick, what's the most performance-friendly way of going about this? My guess is creating some kind of persistent array of all the entities of that type, and updating it when one is built or destroyed/removed, so as not to recreate t...
- Wed Jul 15, 2015 4:37 am
- Forum: Modding help
- Topic: How do I make a power producer?
- Replies: 9
- Views: 3412
Re: How do I make a power producer?
What entity type would you recommend to create hot water? Would you be creating it from an onTick event in control.lua?
- Wed Jul 15, 2015 3:30 am
- Forum: Modding help
- Topic: How do sprite shifts work
- Replies: 3
- Views: 1975
Re: How do sprite shifts work
Okay, experimenting shows shift is the number of tiles to move the sprite, independent of sprite scale. At a scale of 1, a tile is 32 pixels to a side.
- Tue Jul 14, 2015 5:00 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 60375
Re: [0.11.21] Oil Steam Boiler
Is it just me or are the sprites off 90 degrees in those screenshots, looking at the pipe in/out connections?
- Tue Jul 14, 2015 4:51 am
- Forum: General discussion
- Topic: Question about player preferences for mod recipes
- Replies: 3
- Views: 4151
Re: Question about player preferences for mod recipes
I see what you mean, I guess these splitters are distinct enough that they should stay separate. I started on this path because when I made a side inserters mod, it was the only way possible way to switch directions. I think it's still better for the inserters at least to drop the regular versions w...
- Mon Jul 13, 2015 3:01 am
- Forum: General discussion
- Topic: Question about player preferences for mod recipes
- Replies: 3
- Views: 4151
Question about player preferences for mod recipes
Sorry if this isn't the right place, but this question is more for players about what they prefer, rather than for other modders to provide help. I've made some modified splitters, that take output left and right lanes on to separate belts ( image with usage examples ). As they're slight tweaks of r...
- Sun Jul 12, 2015 2:22 pm
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 48057
Re: [0.11.x] Belt Utilities
Hi everyone! I'm going to release a new version when 0.12 comes out, but it's going to be a break from the previous version as I'm not including the divider-style entity, as its behaviour was always a bit hackish and had some visual bugs. On the plus side, I've got these things working properly now:...
- Sat Jul 04, 2015 11:58 am
- Forum: Gameplay Help
- Topic: UI question
- Replies: 1
- Views: 2461
UI question
I've been away from this game for quite a while, and I've forgotten if there's a key or option to disable the icons over chests/buildings that tell you what they are storing or building. It's obtrusive sometimes, especially while I'm messing around with building sprite animations. Edit: and of cours...
- Fri Jul 03, 2015 1:52 pm
- Forum: Modding help
- Topic: How do sprite shifts work
- Replies: 3
- Views: 1975
How do sprite shifts work
What is the shift for a sprite/animation based on? At the moment I have to use trial and error to adjust the shift vector to correctly place the heater animations for my custom electric furnaces.
- Sun Dec 07, 2014 10:26 pm
- Forum: Mods
- Topic: [0.9.8] Side Inserters (1.1)
- Replies: 25
- Views: 29761
Re: [0.9.8] Side Inserters (1.1)
Thanks to everyone who used and enjoyed this mod, but as I haven't played the game for months and will be going overseas soon (and selling my computer to do so), I suggest that if someone wants to update this mod they make a new thread. Consider all permissions granted and all rights abandoned. Here...
- Sun Dec 07, 2014 10:19 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40486
Re: [0.9.x] Belt Lane Splitters (1.2)
I'm glad you guys liked this mod. It would be better if someone else would make a new thread, as I haven't played Factorio in months and in any case will be selling my computer soon and going overseas. Please consider all permissions granted and all rights abandoned. Here are the .psd files: http://...
- Wed Jul 23, 2014 6:54 pm
- Forum: Mods
- Topic: [0.9.x] Landfill (1.1)
- Replies: 52
- Views: 39171
Re: [0.9.x] Landfill (1.1)
Sorry for the sudden disappearance, I got busy.
Please, feel free to use, re-use, adapt, discard, mock, or otherwise find entertainment in my code. If you want to credit me that's up to you but to be honest I'm not bothered.
I'm just happy if someone finds it useful.
Please, feel free to use, re-use, adapt, discard, mock, or otherwise find entertainment in my code. If you want to credit me that's up to you but to be honest I'm not bothered.
I'm just happy if someone finds it useful.