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by DaveMcW
Thu Jul 23, 2015 8:24 pm
Forum: Technical Help
Topic: crashs on start
Replies: 5
Views: 4495

Re: crashs on start

You only have 128 MB VRAM. Factorio requires 512 MB VRAM.

You can try reducing graphics quality, but I am not optimistic.
by DaveMcW
Thu Jul 23, 2015 11:09 am
Forum: Implemented mod requests
Topic: entity.input_signals / entity.output_signals
Replies: 15
Views: 10436

Re: entity.input_signals / entity.output_signals

local condition = game.player.selected.get_circuit_condition(1)
condition.parameters.first_signal.name = "signal-B"
game.player.selected.set_circuit_condition(1, condition)

The 1 can be replaced by any integer, it does not seem to matter. But it wants an integer as the first parameter.
by DaveMcW
Thu Jul 23, 2015 9:32 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 541607

Re: Let's see your clever builds

MadZuri wrote:super fast clock circuit (I can't tell if it is 30Hz or 60Hz, I think it's 30Hz)
clock
60Hz if you are counting all changes. 30Hz if you are counting the 1 signals.

Tested that with an adder that runs at the same speed as game.tick.
by DaveMcW
Thu Jul 23, 2015 7:47 am
Forum: Won't implement
Topic: Console mode for the console, duh.
Replies: 1
Views: 2816

Re: Console mode for the console, duh.

Who do you chat with in single player anyway?
by DaveMcW
Wed Jul 22, 2015 11:07 pm
Forum: General discussion
Topic: Explain intersection based vs. loop based rail networks
Replies: 85
Views: 38432

Re: Explain intersection based vs. loop based rail networks

For a four-way, a + would probably be superior, since a train making a left (given right-hand driving) would block more potential traffic at the roundabout than a good cross. The roundabout does not allow simultaneous left and right turns from opposite directions. But in practice, trains never try ...
by DaveMcW
Wed Jul 22, 2015 9:14 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136482

Re: [MOD 0.12] Blueprint String

This bug will be fixed in Factorio 0.12.1: https://forums.factorio.com/forum/vie ... hp?t=13644

In the meantime, don't rotate blueprints with underground belts in them.
by DaveMcW
Tue Jul 21, 2015 10:27 pm
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43430

Re: Mod-Header Discussion (PLEASE READ)

I meant when you search the entire board, and end up in the mod section by accident.
by DaveMcW
Tue Jul 21, 2015 8:26 pm
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43430

Re: Mod-Header Discussion (PLEASE READ)

MOD NAME OR PICTURE Description: What this mod does or is used for (<140 chars) Latest-Release: v1.0.2, 2015-07-23 (Year-Month-Day) Required-Factorio-Version: 0.12.0 Download-Url: Download (even when you uploaded it into this forum), Optional Download#2 (for more links separated by comma) Mod name ...
by DaveMcW
Tue Jul 21, 2015 8:18 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57941

Re: Combinator Contraptions

Isolating is easy, use accumulators as a bridge between networks.

Measuring needs to wait until 0.13.
by DaveMcW
Tue Jul 21, 2015 9:37 am
Forum: Show your Creations
Topic: Better train loading system
Replies: 17
Views: 30957

Re: Better train loading system

The (not a) bug report is here, if you want to remind them.
by DaveMcW
Tue Jul 21, 2015 5:14 am
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43430

Re: Mod-Header Discussion

And well, that was my main stake: To have this machine-readable. The primary purpose of a forum is to be human-readable. Every day you delete spam-posts designed for machines to read (and thank you! :D). I think the minimal requirements slpwnd posted are enough. If a mod is popular enough that its ...
by DaveMcW
Tue Jul 21, 2015 12:42 am
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136482

Re: [MOD 0.12] Blueprint String

Thanks, it is fixed in version 2.0.2
by DaveMcW
Sun Jul 19, 2015 12:08 am
Forum: Technical Help
Topic: [0.12.0] nonNAT loopback Router = no MP with LAN players
Replies: 4
Views: 3457

Re: [0.12.0] nonNAT loopback Router = no MP with LAN players

Factorio now supports IPv6, which does not need NAT loopback.

Does your router support IPv6?
by DaveMcW
Sat Jul 18, 2015 7:39 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136482

[MOD 0.12.11+] Blueprint String

http://davemcw.com/factorio/images/blueprint-bar-2.jpg This mod makes it easy to import and share blueprints. Installation 1. Download the mod . (0.13 and 0.14 version here ) 2. Move it to your Factorio mods directory. 3. Start Factorio and research Automated Construction. Importing Blueprints 1. C...
by DaveMcW
Sat Jul 18, 2015 7:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0] [kovarex] Text box made in script resizes to text size after load.
Replies: 1
Views: 1865

[0.12.0] [kovarex] Text box made in script resizes to text size after load.

Steps to reproduce: 1. Create a gui text box inside a frame. require "defines" game.on_event(defines.events.on_player_created, function(event) local frame = game.players[event.player_index].gui.left.add{type="frame", name="myframe"} frame.add{type="textfield",...
by DaveMcW
Sat Jul 18, 2015 7:09 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] Character logistic trash slots 2
Replies: 1
Views: 2225

[0.12.0] Character logistic trash slots 2

The tech "character-logistic-trash-slots-2" should require "character-logistic-trash-slots-1", not "logistic-robotics".
by DaveMcW
Sat Jul 18, 2015 6:28 am
Forum: Implemented mod requests
Topic: on_research_finished improvements
Replies: 1
Views: 3198

on_research_finished improvements

1. on_research_finished event should specify a force.

2. force.technologies[event.research.name].researched should be set before on_research_finished is called. This makes it easier to share functions between on_research_finished and other events.
by DaveMcW
Fri Jul 17, 2015 4:27 am
Forum: Technical Help
Topic: sprite load error
Replies: 3
Views: 3520

Re: sprite load error

Are you using a mod?

If not, the usual solutions are to reinstall the game or reduce graphics settings.
by DaveMcW
Tue Jul 14, 2015 10:51 pm
Forum: Ideas and Suggestions
Topic: More inventory limits
Replies: 2
Views: 993

More inventory limits

I would like to have an X slider to reduce the inventory size on:

Roboports
Cars
Tanks

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