Search found 532 matches

by GotLag
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...
by GotLag
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...
by GotLag
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
by GotLag
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...
by GotLag
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...
by GotLag
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.
by GotLag
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.
by GotLag
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?
by GotLag
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...
by GotLag
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?
by GotLag
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.
by GotLag
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?
by GotLag
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...
by GotLag
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...
by GotLag
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:...
by GotLag
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...
by GotLag
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.
by GotLag
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...
by GotLag
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://...
by GotLag
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.

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