That makes some sense and may be correct. I'm not sure either... I'll have to experiment some more!DemiPixel wrote: I change the position of the center. I believe if this is off by half a tile, it screws everything up (or something like that). Still not sure.
Search found 53 matches
- Tue Jul 19, 2016 10:37 am
- Forum: Tools
- Topic: Generating Blueprints by Coding
- Replies: 14
- Views: 10015
Re: Generating Blueprints by Coding
- Mon Jul 18, 2016 6:12 pm
- Forum: Tools
- Topic: Generating Blueprints by Coding
- Replies: 14
- Views: 10015
Re: Generating Blueprints by Coding
As for the offset, that's an issue I've had as well and have been trying to figure it out. A temporary solution is to use blueprint string's "fixer" button which will fix a blueprint if you click a few times with it. (Is this still in the latest version of Blueprint String?) Not sure how ...
- Mon Jul 18, 2016 6:47 am
- Forum: Tools
- Topic: Generating Blueprints by Coding
- Replies: 14
- Views: 10015
Re: Generating Blueprints by Coding
My 256 character 8x8 VGA font (https://forums.factorio.com/viewtopic.php?f=8&t=28570) was not constructed by hand :) I wrote some "throwaway" C to create a blueprint for me. https://forums.factorio.com/download/file.php?id=13853 Also I think it would be nice to specify entity's directi...
- Fri Jul 15, 2016 7:33 pm
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 34983
Re: Version 0.13.9
Which friday facts is this mentioned in? I thought I'd read them all but must have missed it. In here: https://www.factorio.com/blog/post/fff-145 There have been many complains regarding the terrain generation, we didn't encounter these problems in our games, but we should probably go back to it an...
- Fri Jul 15, 2016 7:22 pm
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 34983
Re: Version 0.13.9
Which friday facts is this mentioned in? I thought I'd read them all but must have missed it.Klonan wrote:Terrain generation is being worked on, but is a deeper issue than these bug fixes, we mentioned this in a previous friday facts
- Fri Jul 15, 2016 7:19 pm
- Forum: Releases
- Topic: Version 0.13.9
- Replies: 49
- Views: 34983
Re: Version 0.13.9
+10000!Jj250 wrote:Thanks for the updates, but can we at least get an acknowledgement about the terrain generation issues?
Despite how cool the many new features of 0.13.x are I refuse to play it until this issue is fixed. Because as it currently is it's ugly and, imo, not worth playing.
- Fri Jul 15, 2016 7:16 pm
- Forum: Mod portal Discussion
- Topic: author naming his mods 00xxxxx ...
- Replies: 20
- Views: 7412
Re: author naming his mods 00xxxxx ...
If it's a problem (and it does seem to be something that will probably be abused) then the solution is simple and would take maybe 30 seconds to change how mods are sorted alphabetically (just do a normal sort but skip any leading characters that are not [a-z][A-z]). Of course this will lead to hund...
- Thu Jul 14, 2016 7:17 am
- Forum: Ideas and Suggestions
- Topic: More Saveslots
- Replies: 7
- Views: 3231
Re: More Saveslots
Why not just give your save a name and you can have as many as you like?
- Fri Jul 08, 2016 3:57 pm
- Forum: Combinator Creations
- Topic: 256 character 8x8 VGA font
- Replies: 0
- Views: 2008
256 character 8x8 VGA font
Blueprint attached (1280 constant combinators, 256 deciders, 64 lamps, 48 medium power poles, 2 substations)
Plus an additional constant combinator at the upper left to input the character code (green signal)
Plus an additional constant combinator at the upper left to input the character code (green signal)
- Fri Jul 08, 2016 10:59 am
- Forum: Combinator Creations
- Topic: 96 character 8x8 font using combinators
- Replies: 0
- Views: 1461
96 character 8x8 font using combinators
Character codes (green signal from the constant combinator on the top left)
Blueprint is attached
- Wed Jul 06, 2016 2:33 pm
- Forum: Combinator Creations
- Topic: Efficient Dot Matrix Display
- Replies: 2
- Views: 2365
Re: Efficient Dot Matrix Display
Thanks I was aiming for "good looking" and I'm happy with how the characters look. I'm trying to think of ideas to make it more practical before I extend it to display at least 6 digits of a number but so far nothing has sprung to mind.dee- wrote:Nice charset
I like it!
- Tue Jul 05, 2016 2:26 pm
- Forum: Combinator Creations
- Topic: Efficient Dot Matrix Display
- Replies: 2
- Views: 2365
Efficient Dot Matrix Display
Features [1] 100% efficient! [2] 100% optimised! [3] Digits 0-F (hex) [4] Beautiful 6x7 dot matrix dotmatrixdigit.jpg dotmatrixdigit_a.jpg Blueprint H4sIAAAAAAAA/+1d7Y6juBJ9lVH/7lxhvgJa5Ur7+RKrq1Y6YXrQpkMukN4ZtfrdLyTpvbEB97HLCJP2/tmdHSC4XHWqXOdgb4svu2Kz3n15WL1m+zqv86xa vb7u18/Z6u452+bH50W2yzZ1mW8Wh2...
- Sun Jul 03, 2016 5:15 am
- Forum: Show your Creations
- Topic: First time run through :)
- Replies: 3
- Views: 1356
Re: First time run through :)
You can save a lot of resources for rocket launches by using 4 productivity modules in the launcher itself and the factories that make the low density objects, rocket control units and rocket fuel. Just using the 4 productivity modules in the launcher itself and not the factories that make the input...
- Tue Jun 28, 2016 3:44 pm
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 14727
Re: [0.13.0] Spawners spawn far too close
I guess what I'm asking is that, apart from turrets, can you stop the enemies from "migrating" like in 0.12.x by building something?
- Tue Jun 28, 2016 3:37 pm
- Forum: Gameplay Help
- Topic: How do I get Golem achievement?
- Replies: 17
- Views: 35485
Re: How do I get Golem achievement?
I think that my answer was better
- Tue Jun 28, 2016 3:25 pm
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 14727
Re: [0.13.0] Spawners spawn far too close
Not a bug? If that's so then that's horrible intended behaviour. How do you set up defenses when the things can spawn anywhere they like including inside your base? You place some turrets. Also they don't spawn, they migrate. If you don't allow them to get inside your base, they won't get in. If yo...
- Tue Jun 28, 2016 3:10 pm
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 14727
Re: [0.13.0] Spawners spawn far too close
Not a bug? If that's so then that's horrible intended behaviour. How do you set up defenses when the things can spawn anywhere they like including inside your base?
- Tue Jun 28, 2016 6:49 am
- Forum: Gameplay Help
- Topic: How do I get Golem achievement?
- Replies: 17
- Views: 35485
Re: How do I get Golem achievement?
Visit Mordor and throw your character into the depths of Mount Doom
- Tue Jun 28, 2016 4:37 am
- Forum: Mod and installation managers
- Topic: Mod upgrader 0.12.35-0.13.9
- Replies: 10
- Views: 11185
Re: Mod upgrader 0.12.35-0.13.0
$ python3 updater.py updating _____Orbital-Ion-Cannon-master_____ Traceback (most recent call last): File "updater.py", line 341, in <module> main() File "updater.py", line 33, in main if not match.group(2) or not match.group(3): AttributeError: 'NoneType' object has no attribut...
- Tue Jun 28, 2016 4:34 am
- Forum: Mod and installation managers
- Topic: Mod upgrader 0.12.35-0.13.9
- Replies: 10
- Views: 11185
Re: Mod upgrader 0.12.35-0.13.0
[code]data.raw.player.player.build_distance = 200
data.raw.player.player.reach_distance = 200[/code]
nvm... it's not supposed to