Search found 460 matches
- Sat Jul 30, 2016 4:56 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.0.03
Bug correction : version 0.0.03 : The script which check if you can place a building should take into account the direction when placing a rotatable entity and shouldn't remove building which was in a correct place. Building like steam engine when building horizontally at the edge of a platform coul...
- Fri Jul 29, 2016 7:30 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform v0.0.02
New version : version 0.0.02 : Sligthly changed platform spawning in starting area. They should be a bit larger and the area should contain more patch. Adding more config option to control which building will be restricted : unrestrictPower : make boiler, solar panel, steam engine and accumulator pl...
- Fri Jul 29, 2016 5:23 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform
IMO the following items should not require a rock/concrete base (they would be light enough to go on normal terrain): * Logistic chests * Combinators * Boiler * Solar panel (solar farms are regularly built on grass/soil fields IRL) * Radar (undecided about this one) Yes I know that they can be plac...
- Fri Jul 29, 2016 5:05 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
Re: [0.13] Building Platform
Nice concept! Like I said, the idea doesn't come from me (I should make a proper block to highlight it). But when I improved the initial mod, I ask the author if he want to integrate my modification to his mod or if i should release it myself, as no answer was made for more than a month, I released...
- Fri Jul 29, 2016 3:38 pm
- Forum: Releases
- Topic: Version 0.13.8
- Replies: 39
- Views: 29903
Re: Version 0.13.8
I also spotted today that when I train waits on the station to unload crude barrels and have a logic trigger set to count empty barrels = 0 AND time passed 30 seconds it does not wait (the second condition). Confirmed it three times in a row. Finally changed the condition to other but still i guess...
- Fri Jul 29, 2016 3:29 pm
- Forum: Implemented mod requests
- Topic: Some collision mask
- Replies: 2
- Views: 1205
Some collision mask
It would be nice if mod have some mean to add custom collision-mask layer. When we change actual mask for some entities to make room for one to use it mess up those entities. Having something like that : data:extend( { { type = "collision-layer", name = "my-custom-collision-layer-not-...
- Fri Jul 29, 2016 1:54 am
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 18133
Re: [MOD 0.12.x] Unstable ground
Here you go, an improved version, 0.13 ready : viewtopic.php?f=97&t=30053
It's still an early beta but it's working. If you have any problem please report them on this new thread.
It's still an early beta but it's working. If you have any problem please report them on this new thread.
- Fri Jul 29, 2016 1:51 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 58499
[1.0][1.1] Building Platform v1.2
Type: Mod Name: Building Platform Description: Add map-generated building platform and some building can only be placed on them. Now you must do your best to manage available space ! License: GPLv3 Version: 1.2.1 Release: 2020-09-19 Tested-With-Factorio-Version:0.13.20 and 0.14.13 and 0.15.35 and 0....
- Thu Jul 28, 2016 11:07 pm
- Forum: Not a bug
- Topic: [0.13.11] LUA Api - Recipe class, wrong attribute name
- Replies: 1
- Views: 263
[0.13.11] LUA Api - Recipe class, wrong attribute name
Will browsing the online doc for factorio API, I found this little typo in an attribute name. in this page : http://lua-api.factorio.com/0.13.11/LuaRecipe.html
The attribute "energy" doesn't work because ingame it is "energy_required".
The attribute "energy" doesn't work because ingame it is "energy_required".
- Thu Jul 28, 2016 10:09 pm
- Forum: Not a bug
- Topic: [0.13.11] Floor-layer alone in collision mask not working
- Replies: 2
- Views: 740
[0.13.11] Floor-layer alone in collision mask not working
As I was working on my mod, I found a weird thing when using collision mask (I use them to block the placement of some building). When you set the collision mask of a building to floor-layer and nothing else, this building doesn't collide with the floor-layer if terrain is set to collide with floor ...
- Thu Jul 28, 2016 2:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Unstable ground
- Replies: 27
- Views: 18133
Re: [MOD 0.12.x] Unstable ground
Any updates? I would love to try out this mod. The version you attached in your previous reply is for 0.12 right? Yeah, I wrote a 0.13 version which is finaly working but hasn't release it yet. I want to add some things first. I will try to finish it this night then I will release it in WIP section...
- Thu Jul 28, 2016 2:17 pm
- Forum: Technical Help
- Topic: Frame Drop near woods
- Replies: 8
- Views: 2750
Re: Frame Drop near woods
Have you try to deactivate V-Sync ?devilwarriors wrote:Problem came back for me yesterday with yuoki stuff.. restarting the computer fix it like when I was having this issue with toxic jungle.
- Wed Jul 27, 2016 10:15 am
- Forum: Releases
- Topic: Version 0.13.11
- Replies: 26
- Views: 23041
Re: Version 0.13.11
Not sure if it's only me. Or all in my head. The game feels like since update. 13.9 to 13.10 and now 13.11 has been consistently slowing down. Game play feels jittery and laggy both online and offline play. It's mostly noticeable when fully zoomed out. Playing on win 7, through steam with no mods. ...
- Tue Jul 26, 2016 1:19 pm
- Forum: Technical Help
- Topic: Frame Drop near woods
- Replies: 8
- Views: 2750
Re: Frame Drop near woods
In latest factorio version there seem to have a problem that cause FPS drop. deactivate VSync while dev release a fix. There is already a bug report about that.
- Tue Jul 26, 2016 1:12 pm
- Forum: Gameplay Help
- Topic: 2 Questions about achievements
- Replies: 3
- Views: 815
Re: 2 Questions about achievements
The craft number is shared. If a guy make a stone furnace and you make it too, the craft number will go up by 2.
- Tue Jul 26, 2016 1:09 pm
- Forum: Gameplay Help
- Topic: Changing lamp colors
- Replies: 2
- Views: 5773
Re: Changing lamp colors
As said here : https://wiki.factorio.com/index.php?title=Lamp
You need to send circuit network signal to the Lamp. When choosing signal in last tab you have color signal.
Edit : It's in vanilla since 0.13, before you need a mod
You need to send circuit network signal to the Lamp. When choosing signal in last tab you have color signal.
Edit : It's in vanilla since 0.13, before you need a mod
- Mon Jul 25, 2016 12:33 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 36576
Re: Version 0.13.10
[*]Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation). does this mean that the map generation is fixed ? like it used to be in 12 ? No, they made change in map generator in 0.13, they will not revert it. They just ...
- Sun Jul 24, 2016 5:23 pm
- Forum: Duplicates
- Topic: Curved rail bounding box size causes block merge
- Replies: 3
- Views: 1788
Re: Curved rail bounding box size causes block merge
related to this solved one ? viewtopic.php?f=30&t=29719
- Fri Jul 22, 2016 5:48 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 24494
Re: Version 0.13.7
Indeed, after a bit of research I found that : viewtopic.php?p=3543#p3543

So yes I was wrong, thanks for pointing thatkovarex wrote:All generated chunks are active all the time.Providing event like "chunk-generated" could help.
- Fri Jul 22, 2016 4:55 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 24494
Re: Version 0.13.7
Wait... did anyone notice.... 2000km x 2000km = 2M * 2M tiles = 4000000000000 square tiles. = 4x10^12!!! I have just 8 gigs of ram. If every tile took up a single bit this wouldn't be enough by far. You would need 465 giga byte. Now I am reeaaaly curious how you guys store the map in ram. There has...