Search found 533 matches
- Fri Dec 15, 2017 10:15 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 124195
Re: [0.14] Reactors & Atomic Locomotives
I'll look into it.
- Sun Nov 12, 2017 2:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Incomplete landfill placement,on_player_built_tiie
- Replies: 8
- Views: 3320
Re: [0.15.37] Incomplete landfill placement,on_player_built_tiie
Fair enough, it's not exactly a pressing issue.
- Tue Nov 07, 2017 3:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Incomplete landfill placement,on_player_built_tiie
- Replies: 8
- Views: 3320
Re: [0.15.37] Incomplete landfill placement,on_player_built_tiie
You're right, successfully reproduced it. Triggers reliably in all directions except when building to the west (left), but even then it still shows up at the upper/lower edges of the player's buildable range.
For testing I disabled all mods that modify tiles or hook into on_player_built_tile except ...
For testing I disabled all mods that modify tiles or hook into on_player_built_tile except ...
- Mon Nov 06, 2017 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Incomplete landfill placement,on_player_built_tiie
- Replies: 8
- Views: 3320
Re: [0.15.37] Incomplete landfill placement,on_player_built_tiie
It's a tile placement event triggered when the player is placing landfill tiles, but the set of positions returned apparently includes water tiles. I have not been able to reproduce it, but perhaps it depends on the geometry of the placed tiles.
- Mon Nov 06, 2017 9:34 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 10838
Re: [0.15] Explosive Excavation & Bot Landfill
That looks like it might be a bug in the event handling code, could you submit a bug report?
- Sat Nov 04, 2017 11:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Honk!
- Replies: 32
- Views: 28935
Re: [MOD 0.12.x, 0.13.x] Honk!
Do Bob's mods add any train controls? I haven't seen that "Manual Mode" text before. If Bob's added manual toggle that's also bound to J, pressing it would trigger both mods to toggle, thus cancelling each other out, but that's just a guess.
- Fri Oct 13, 2017 12:15 am
- Forum: Mods
- Topic: [0.15] Side Inserters & Long Inserters
- Replies: 24
- Views: 11077
Re: [0.15] Side Inserters & Long Inserters
Not possible, I'm afraid. I've tried.
- Thu Oct 12, 2017 1:42 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 15547
Re: [0.15] Nuclear Locomotives
I don't make any checks or recipe changes based on bob's mods.
- Wed Oct 11, 2017 10:36 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 15547
Re: [0.15] Nuclear Locomotives
You can either change the stack size for cells, which will affect all inventories (chests, reactors, etc), or you can use some circuit logic to only insert as many fresh cells as spent cells are removed: https://imgur.com/a/Y9Gru
- Mon Jul 24, 2017 8:08 am
- Forum: Mods
- Topic: [0.13] FLAN - the mod formerly known as Wireless Networks
- Replies: 13
- Views: 8274
Re: [0.13] FLAN - the mod formerly known as Wireless Networks
I'm not doing it, sorry. I'm taking a break from Factorio at the moment, and there are serious performance problems in FLAN I just don't know how to solve to my satisfaction.
Namely:
Updating each tower every tick has ruinous performance costs, which get progressively worse the more towers are ...
Namely:
Updating each tower every tick has ruinous performance costs, which get progressively worse the more towers are ...
- Wed Jul 12, 2017 9:09 pm
- Forum: Mods
- Topic: [0.15] Automatic Coupler
- Replies: 47
- Views: 27096
Re: [0.15] Automatic Coupler
Sorry, no idea what makes it desync, so I don't know how to fix it.
Also, working with the train API is a headache so I've lost much of my interest in rewriting this mod.
Also, working with the train API is a headache so I've lost much of my interest in rewriting this mod.
- Fri Jun 30, 2017 7:38 am
- Forum: Mods
- Topic: [0.15] Explosive Excavation & Bot Landfill
- Replies: 17
- Views: 10838
Re: [0.15] Explosive Excavation & Bot Landfill
I don't think it's feasible. Shift-clicking won't place blueprint ghosts on water, and without that there's no reasonable way I can see to detect when landfill would be required.
- Thu Jun 29, 2017 10:26 am
- Forum: Releases
- Topic: Version 0.15.24
- Replies: 21
- Views: 19059
Re: Version 0.15.24
I take this to mean that it can connect to fluid wagons that are slightly rotated, as long as the pump in question is pointed at a straight rail segment, is this correct?Pump can connect to fluid tank that is slightly rotated, but only to tanks that are standing on straight rails.
- Sat Jun 17, 2017 2:20 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88211
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
If it's a fluid, use a vent or flare stack. If it's a solid item, use an incinerator.
The only items/fluids this mod can't destroy are any that might be added in data-final-fixes by another mod, but mods shouldn't be adding items and the like at that late stage.
The only items/fluids this mod can't destroy are any that might be added in data-final-fixes by another mod, but mods shouldn't be adding items and the like at that late stage.
- Thu Jun 15, 2017 9:56 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 18030
Re: [0.15] Nuclear Fuel
Changing the recipe on the fly means the mod script would have to monitor each reactor's temperature at frequent intervals and change the recipe on the fly, and the last thing any large factory needs is more lua overhead. It's an interesting idea though, and if I can find a practical way of doing it ...
- Thu Jun 15, 2017 10:30 am
- Forum: Mods
- Topic: [0.15] Automatic Coupler
- Replies: 47
- Views: 27096
Re: [0.15] Automatic Coupler
I've been busy at work, hope to get something done this weekend.
- Tue Jun 13, 2017 10:07 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88211
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Not at all.
To make life easier I think I'll add an in-game setting so users can change the burn rate more easily, and I'll make that setting also change the fluid capacity so this won't happen again.
To make life easier I think I'll add an in-game setting so users can change the burn rate more easily, and I'll make that setting also change the fluid capacity so this won't happen again.
- Tue Jun 13, 2017 7:57 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88211
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
That's because the flare/vent only fits 10 fluid at a time. To increase capacity, open entities.lua and change the base_area value on line 110 (a value of 1 is 100 fluid units).
- Sat Jun 10, 2017 8:37 am
- Forum: Minor issues
- Topic: [Harkonnen] [15.9, Win10] Full-screen resized when switching monitor
- Replies: 8
- Views: 5211
Re: [15.9, Win10] Full-screen resized when switching monitor
1. Run Factorio:
http://i.imgur.com/JviUzO8.jpg
2. Use key combo to move to secondary monitor:
http://i.imgur.com/iNsUg2X.jpg
3. Move back to primary:
http://i.imgur.com/d0F1yoW.jpg
4. Move to secondary again:
http://i.imgur.com/775JV7O.jpg
GeForce GTX 750 Ti 2 GB, driver version 376.53 ...
http://i.imgur.com/JviUzO8.jpg
2. Use key combo to move to secondary monitor:
http://i.imgur.com/iNsUg2X.jpg
3. Move back to primary:
http://i.imgur.com/d0F1yoW.jpg
4. Move to secondary again:
http://i.imgur.com/775JV7O.jpg
GeForce GTX 750 Ti 2 GB, driver version 376.53 ...
- Sat Jun 10, 2017 3:16 am
- Forum: Minor issues
- Topic: [Harkonnen] [15.9, Win10] Full-screen resized when switching monitor
- Replies: 8
- Views: 5211
[Harkonnen] [15.9, Win10] Full-screen resized when switching monitor
When I start full-screen Factorio on my primary display, it correctly covers the entire screen, including taskbar. Using the keyboard (Win+Shift+left/right) to move it to my secondary monitor also covers the entire screen. Moving it back to primary resizes the window to not cover the taskbar, and ...