Search found 197 matches

by dgw
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.
by dgw
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...
by dgw
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...
by dgw
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...
by dgw
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...
by dgw
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...
by dgw
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...
by dgw
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

Serenity wrote:Can I add this to an existing game or does it require a new one?
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.
by dgw
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....
by dgw
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

rldml wrote:You will hate me much more: If your nuclear power plant-design only works with barrels, your design is crap ;).
The design I'm talking about isn't mine, so insult it all you like. It works great anyway. /thread-derailment
by dgw
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...
by dgw
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 ...
by dgw
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. :D
by dgw
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...
by dgw
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...
by dgw
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...
by dgw
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 ...
by dgw
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...
by dgw
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

Jap2.0 wrote:Why would you wait for the stable :)?
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.

Edit (didn't see the second page on mobile): Thanks for the Bash snippet, I might end up using that. :)
by dgw
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,

Code: Select all

https://www.factorio.com/get-download/latest/headless/linux64
downloads the experimental release if available. I haven't been able to find a way to download the latest stable release. Does one exist?

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