Search found 197 matches
- Mon Jan 08, 2018 9:00 pm
- Forum: Implemented in 2.0
- Topic: New types of rails (curves, s-curves ...)
- Replies: 30
- Views: 23705
Re: New types of rails (curves, s-curves ...)
Somehow I get the feeling that making rails spline-based would heavily affect performance. If nothing else, it would probably massively increase the number of sprites needed to render rails.
- Fri Jan 05, 2018 10:34 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 229422
Re: [MOD 0.15] Warehousing v0.0.11
So there is no way to prevent drones to fly in dangerous area, or just to make them fly less? Is it changed at least in the latest game version? Designing your logistics network or defending your territory so bots won't get destroyed en route is part of the challenge. As far as I know, bot behavior...
- Fri Jan 05, 2018 12:06 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50264
Re: [MOD 0.16] Vehicle Wagon 1.2.0
Is it just me or the the wagon too short in north/south orientation? Is this a leftover from when trains had the perspective issue? It's been a known issue for quite a while. Nobody has had a chance to redo the sprite dimensions data (if I understand the problem correctly) to make them rotate witho...
- Wed Jan 03, 2018 5:48 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 229422
Re: [MOD 0.15] Warehousing v0.0.11
Crash on 0.16.9+ versions. The mod is making the game crash on 0.16.9+ versions of the factorio. Due to how logistic chests were reworked to work with the buffer chests, the warehousing mod started to make the game crash upon loading. Loading any savegame or starting a new game crashes factorio. Ha...
- Tue Jan 02, 2018 2:25 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 229422
Re: [MOD 0.15] Warehousing v0.0.11
Which logistic chest robots choose when storing items is logic built into the game itself. Warehousing doesn't touch it (and actually can't even if we wanted to, AFAIK). A warehouse (or storehouse) is just an extended chest-type entity, which inherits all the base game behaviors for that type of che...
- Mon Jan 01, 2018 6:43 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 229422
Re: [MOD 0.15] Warehousing v0.0.11
Do we get buffer warehouses? I've been working on them. Right now all I can offer is "Soon™" due to IRL stuff. Crash on 0.16.9+ versions. The mod is making the game crash on 0.16.9+ versions of the factorio. Due to how logistic chests were reworked to work with the buffer chests, the ware...
- Mon Jan 01, 2018 6:33 am
- Forum: Mod portal Discussion
- Topic: My wishes for Mod Portal 2.0
- Replies: 28
- Views: 12634
Re: My wishes for Mod Portal 2.0
You can download any mod direct in game. You are still asked to log in. What is the point of using the game's built in system if you face the same issue you face with a browser? The login requirement is essentially a hedge against piracy. Factorio is DRM-free, so pirating the game is technically tr...
- Mon Dec 25, 2017 3:26 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 187
- Views: 70478
Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines
Can't speak to the current release of the mod or game, but I added the mod to an existing save in 0.15 and it worked fine.Serenity wrote:Can I add this to an existing game or does it require a new one?
- Sun Dec 24, 2017 4:58 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55522
Re: Friday Facts #222 - Christmas avalanche
wait, you said the fluid wagon has too much capacity? if you actually compare it to storing barrels in a cargo wagon, the fluid wagon is too small! you can transport more fluid in the cargo wagon. But the oil in barrels is pressurized inside of a barrel by assembler. That's why it takes less space....
- Sat Dec 23, 2017 8:17 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55522
Re: Friday Facts #222 - Christmas avalanche
The design I'm talking about isn't mine, so insult it all you like. It works great anyway. /thread-derailmentrldml wrote:You will hate me much more: If your nuclear power plant-design only works with barrels, your design is crap .
- Sat Dec 23, 2017 7:58 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55522
Re: Friday Facts #222 - Christmas avalanche
With this suggestion i risk my life because everyone will hate me: Just remove barrels from the game - Since the entry of the fluid waggon there is no need for them (the main problem in earlier versions were the missing ability to transports fluids over long distances) You're risking your life beca...
- Fri Dec 22, 2017 5:06 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 67791
Re: Version 0.16.7
I haven't been commenting on new releases much, partly due to IRL events and partly because I've had nothing substantive to say except variations on "That's great!" or "I'm really excited for this change." Figured it would just add noise, though once in a while I do like to show ...
- Wed Nov 29, 2017 10:40 am
- Forum: Minor issues
- Topic: [0.15.39] Train stop is placeable "on" curved rail
- Replies: 2
- Views: 1349
Re: [0.15.39] Train stop is placeable "on" curved rail
Ooh, kind of neat to have found a bug in 0.16 before release.
- Wed Nov 29, 2017 9:00 am
- Forum: Minor issues
- Topic: [0.15.39] Train stop is placeable "on" curved rail
- Replies: 2
- Views: 1349
[0.15.39] Train stop is placeable "on" curved rail
I believe this is a regression in the train stop placement logic. In previous versions of 0.15, it was not possible (unless my memory is even worse than I thought) to place a train stop in the middle of a "switch" like this: https://i.imgur.com/F6NpdVC.png That is the furthest into the cur...
- Tue Nov 28, 2017 9:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Honk!
- Replies: 32
- Views: 26248
Re: [MOD 0.12.x, 0.13.x] Honk!
I'm pretty sure that "Manual Mode" text is from PickerExtended. Elegant way to solve this from ChurchOrganist (with help from Nexela the Prolific) in the Deltic Honk fork of this mod. (I want train honks, but probably not the Deltic one, so I hope this fix gets released for this mod versio...
- Mon Nov 27, 2017 8:01 am
- Forum: Modding help
- Topic: Making remnants permanent
- Replies: 11
- Views: 2025
Re: Making remnants permanent
I guess 400-odd days (assuming I did my math right) ought to be quite long enough for any reasonable save file, haha. Would it also be possible to do by, say, cloning the right properties of the built-in remnants (like sprites, dimensions, etc.) but making them instead a special kind of rail that tr...
- Sat Nov 25, 2017 10:23 am
- Forum: Modding help
- Topic: Making remnants permanent
- Replies: 11
- Views: 2025
Making remnants permanent
I discovered that the Naked Rails mod claims to make rail remnants permanent, but they are not. Suspecting that the wrong property was being used to set data.raw["rail-remnants"]["straight-rail-remnants"].time_to_live, I tried editing my local mod copy to set time_before_removed ...
- Wed Oct 18, 2017 12:14 am
- Forum: Implemented mod requests
- Topic: Function for focusing a GUI element
- Replies: 16
- Views: 7150
Re: Function for focusing a GUI element
I'm not sure on this original request. There are safety concerns such as making sure a mod doesn't try to focus a GUI element that isn't visible or focus one that shouldn't ever have focus. Look at the HTMLElement.focus() method in JavaScript, for example: "The `HTMLElement.focus()` method set...
- Sat Oct 14, 2017 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Static "latest" headless download link
- Replies: 21
- Views: 9277
Re: Static "latest" headless download link
It's not for me, it's for a potential Hacktoberfest contribution to resolve a feature request in Bisa's init script I'm toying with.Jap2.0 wrote:Why would you wait for the stable ?
Edit (didn't see the second page on mobile): Thanks for the Bash snippet, I might end up using that.
- Sat Oct 14, 2017 10:21 am
- Forum: Ideas and Suggestions
- Topic: Static "latest" headless download link
- Replies: 21
- Views: 9277
Re: Static "latest" headless download link
From what I can tell, downloads the experimental release if available. I haven't been able to find a way to download the latest stable release. Does one exist?
Code: Select all
https://www.factorio.com/get-download/latest/headless/linux64