Search found 53 matches

by nonstickfrypan
Tue Jul 19, 2016 10:37 am
Forum: Tools
Topic: Generating Blueprints by Coding
Replies: 14
Views: 10015

Re: Generating Blueprints by Coding

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.
That makes some sense and may be correct. I'm not sure either... I'll have to experiment some more! :)
by nonstickfrypan
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 ...
by nonstickfrypan
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...
by nonstickfrypan
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...
by nonstickfrypan
Fri Jul 15, 2016 7:22 pm
Forum: Releases
Topic: Version 0.13.9
Replies: 49
Views: 34983

Re: Version 0.13.9

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
Which friday facts is this mentioned in? I thought I'd read them all but must have missed it.
by nonstickfrypan
Fri Jul 15, 2016 7:19 pm
Forum: Releases
Topic: Version 0.13.9
Replies: 49
Views: 34983

Re: Version 0.13.9

Jj250 wrote:Thanks for the updates, but can we at least get an acknowledgement about the terrain generation issues?
+10000!

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.
by nonstickfrypan
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...
by nonstickfrypan
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?
by nonstickfrypan
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)
factorio_256vgafont.jpg
factorio_256vgafont.jpg (156.31 KiB) Viewed 2008 times
by nonstickfrypan
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

factorio_font.jpg
factorio_font.jpg (69.8 KiB) Viewed 1461 times
Character codes (green signal from the constant combinator on the top left)
factorio_font_charindex.jpg
factorio_font_charindex.jpg (56.17 KiB) Viewed 1461 times
Blueprint is attached
by nonstickfrypan
Wed Jul 06, 2016 2:33 pm
Forum: Combinator Creations
Topic: Efficient Dot Matrix Display
Replies: 2
Views: 2365

Re: Efficient Dot Matrix Display

dee- wrote:Nice charset :)

I like it!
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.
by nonstickfrypan
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...
by nonstickfrypan
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...
by nonstickfrypan
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?
by nonstickfrypan
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 :D
by nonstickfrypan
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...
by nonstickfrypan
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?
by nonstickfrypan
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
by nonstickfrypan
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...
by nonstickfrypan
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

Does not update this (the file in new_mods/ is identical)

[code]data.raw.player.player.build_distance = 200
data.raw.player.player.reach_distance = 200[/code]


nvm... it's not supposed to :)

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