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by GotLag
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: 2889

Re: [0.15.37] Incomplete landfill placement,on_player_built_tiie

Fair enough, it's not exactly a pressing issue.
by GotLag
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: 2889

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 ...
by GotLag
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: 2889

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.
by GotLag
Mon Nov 06, 2017 9:34 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 9406

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?
by GotLag
Sat Nov 04, 2017 11:33 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Honk!
Replies: 32
Views: 26089

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.
by GotLag
Fri Oct 13, 2017 12:15 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9535

Re: [0.15] Side Inserters & Long Inserters

Not possible, I'm afraid. I've tried.
by GotLag
Thu Oct 12, 2017 1:42 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 13192

Re: [0.15] Nuclear Locomotives

I don't make any checks or recipe changes based on bob's mods.
by GotLag
Wed Oct 11, 2017 10:36 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 13192

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
by GotLag
Mon Jul 24, 2017 8:08 am
Forum: Mods
Topic: [0.13] FLAN - the mod formerly known as Wireless Networks
Replies: 13
Views: 7285

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 added...
by GotLag
Wed Jul 12, 2017 9:09 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 23820

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.
by GotLag
Fri Jun 30, 2017 7:38 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 9406

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.
by GotLag
Thu Jun 29, 2017 10:26 am
Forum: Releases
Topic: Version 0.15.24
Replies: 21
Views: 17456

Re: Version 0.15.24

Pump can connect to fluid tank that is slightly rotated, but only to tanks that are standing on straight rails.
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?
by GotLag
Sat Jun 17, 2017 2:20 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79983

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.
by GotLag
Thu Jun 15, 2017 9:56 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Fuel
Replies: 19
Views: 16174

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...
by GotLag
Thu Jun 15, 2017 10:30 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 23820

Re: [0.15] Automatic Coupler

I've been busy at work, hope to get something done this weekend.
by GotLag
Tue Jun 13, 2017 10:07 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79983

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.
by GotLag
Tue Jun 13, 2017 7:57 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79983

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).
by GotLag
Sat Jun 10, 2017 8:37 am
Forum: Minor issues
Topic: [Harkonnen] [15.9, Win10] Full-screen resized when switching monitor
Replies: 8
Views: 4535

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 Windows 10 P...
by GotLag
Sat Jun 10, 2017 3:16 am
Forum: Minor issues
Topic: [Harkonnen] [15.9, Win10] Full-screen resized when switching monitor
Replies: 8
Views: 4535

[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 mo...
by GotLag
Sun Jun 04, 2017 2:25 pm
Forum: Releases
Topic: Version 0.15.18
Replies: 20
Views: 22249

Re: Version 0.15.18

I prefer to have the default as false, because that means I can distinguish between false by default (nil) and explicitly false.

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