Search found 417 matches
- Sun Jan 22, 2017 9:09 pm
- Forum: Wiki Talk
- Topic: Explanation on ore richness increasing by distance?
- Replies: 8
- Views: 12358
Re: Explanation on ore richness increasing by distance?
It was "really far away", further than most people will bother build trains to And it was richest tile in that vein propably. Very difficult to say averages or anything by range without a ton of testing.
- Sat Jan 21, 2017 11:45 pm
- Forum: Gameplay Help
- Topic: Side loading a vertical "down" belt won't fully compress
- Replies: 11
- Views: 3554
Re: Side loading a vertical "down" belt won't fully compress
I'm not sure what your point is. In your examples, you're using splitters to merge two belts into one - that's where the compression happens. If you used side loading alone, there would be (small) gaps on the output belt. On the left i use splitters, and in the right it's sideloading. What you shou...
- Sat Jan 21, 2017 11:29 pm
- Forum: Wiki Talk
- Topic: Explanation on ore richness increasing by distance?
- Replies: 8
- Views: 12358
Explanation on ore richness increasing by distance?
Related page is this https://wiki.factorio.com/World_generator The Perlin noise graph is either from old version, or not show that ore amount increases in some pattern the further you go from spawn. I've made a very long exploration in the map and found veins ore amount does increase. Where at spawn...
- Sat Jan 21, 2017 11:13 pm
- Forum: Gameplay Help
- Topic: Side loading a vertical "down" belt won't fully compress
- Replies: 11
- Views: 3554
Re: Side loading a vertical "down" belt won't fully compress
Good luck making an example where it won't compress though. Only reason i can understand is lack of iron, when it can't compress because there is no plate to put in between when it needs it. Splitters or sideloading, it's identical behavior. Top 2 have 4 inserters, making the required amount to full...
- Sat Jan 21, 2017 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [14.21] Crash after pausing multiplayer game
- Replies: 2
- Views: 1315
Re: [14.21] Crash after pausing multiplayer game
I also used to try hosting game in paused mode so friend could join faster, but we also had some form of instability of which i forgot (it was months ago, but still same version), either disconnect or freeze. Worth testing at least i think. Back then we decided it's more stable without pausing the g...
- Sat Jan 21, 2017 5:31 pm
- Forum: Gameplay Help
- Topic: Side loading a vertical "down" belt won't fully compress
- Replies: 11
- Views: 3554
Re: Side loading a vertical "down" belt won't fully compress
Side loading is not supposed to compress a belt at all, you should use a splitter for that. Not true, side loading is currently the preferred way to compress, like this: https://s-media-cache-ak0.pinimg.com/originals/34/6d/28/346d289a41d6b242f0bfb731ad4027e9.jpg OP's picture has too few iron incomi...
- Sat Jan 21, 2017 5:18 pm
- Forum: Not a bug
- Topic: Power,weird spazzing looks like digital, see pic.
- Replies: 2
- Views: 907
Re: Power,weird spazzing looks like digital, see pic.
Doesn't look like mod's fault though. You have 0 accumulator capacity, so if anything uses power in bursts even if it's laser turrets, it will make spikes like that.
- Sat Jan 21, 2017 4:30 pm
- Forum: Implemented Suggestions
- Topic: Beacons highlighting machines they reach
- Replies: 2
- Views: 1204
Re: Beacons highlighting machines they reach
Oh please xD Give us the update!
- Sat Jan 21, 2017 2:46 pm
- Forum: Implemented Suggestions
- Topic: Beacons highlighting machines they reach
- Replies: 2
- Views: 1204
Beacons highlighting machines they reach
The same way that power poles show blue focus on affected machines when placing them down, beacons could too. Currently they only have the yellow glow on background, and at borders of machines it's sometimes hard to tell if it will reach some factory or not. Optionally also when placing any power us...
- Sat Dec 17, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42503
Re: [MOD 0.14] VehicleSnap
Good to know. I'll upload it to portal.
- Fri Dec 16, 2016 8:05 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42503
Re: [MOD 0.14] VehicleSnap
Would you test with the version i uploaded in previous page? download/file.php?id=19401
If that makes a difference i'll upload it to mod portal.
No, you don't need to disable it. The recent 1.14.21 version seemed to fix all the errors even related to mod updating.
If that makes a difference i'll upload it to mod portal.
No, you don't need to disable it. The recent 1.14.21 version seemed to fix all the errors even related to mod updating.
- Fri Dec 16, 2016 5:28 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42503
Re: [MOD 0.14] VehicleSnap
Current start of the script is now: global.lastorientation = {} global.player_ticks = {} global.tick = 2 script.on_configuration_changed(function(data) if data.mod_changes == nil then return end if global.lastorientation == nil then global.lastorientation = {} end if global.player_ticks == nil then ...
- Fri Dec 16, 2016 4:27 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42503
Re: [MOD 0.14] VehicleSnap
That seems to only work when you make a new map. But when loading a map with older version of the mod it errors back to main menu. I was trying to add this aswell (based on https://wiki.factorio.com/Lua/Data_Lifecycle#global the on_load should be correct for this) to make new mod's compatibility for...
- Fri Dec 16, 2016 3:41 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42503
Re: [MOD 0.14] VehicleSnap
I'm getting error on line 11: attempt to perform arithmetic on field 'tick' (a nil value) global.tick = global.tick - 1 They are initialized in the beginning like global.lastorientation = {} global.player_ticks = {} global.tick = 2 About those one, i would propably need to check if those are null be...
- Fri Dec 16, 2016 2:36 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42503
Re: [MOD 0.14] VehicleSnap
I wouldn't have known that kind of details. If i understand him correctly, you would need to change local lastorientation = {} local player_ticks = {} local tick = 2 to lastorientation = {} player_ticks = {} tick = 2 But if they are named like that as global variables, what is the scope for those va...
- Tue Dec 13, 2016 3:21 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73936
Re: Friday Facts #168 - Nightvision Nightmare
If a lot of people don't want to bother with an aspect of the game because they just want the sandbox build experience on a persistend day, that's a legit choice. I'm stating my point of view from a guy who like the mix of build AND survival. So do i, really like the survival aspect. But how do you...
- Mon Dec 12, 2016 4:27 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73936
Re: Friday Facts #168 - Nightvision Nightmare
Original issue was that nobody uses current night vision. The green screen is hard to look at, and it's better off fighting in the dark and use lamps. Devs were trying to think of something to improve it so that it becomes something more useful. See this is what it's now in live game: https://eu4.fa...
- Sun Dec 11, 2016 6:11 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73936
Re: Friday Facts #168 - Nightvision Nightmare
Someone asked for light?
- Sat Dec 10, 2016 7:59 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73936
Re: Friday Facts #168 - Nightvision Nightmare
See Adil's post on 3rd page. Modern night vision doesn't have to be green but full color: https://youtu.be/b4ZIdu1adWg?t=96Dasani wrote:Well, they are green to be realistic. That is how actual nightvision goggles work.
- Sat Dec 10, 2016 5:19 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73936
Re: Friday Facts #168 - Nightvision Nightmare
I'm just reminding that night vision is a module in power armor and you don't want to keep swapping it on and off. So while having it on it needs to feel like an improvement to vision in all areas of the game. Majority of the play is while building, so that's what it should be most optimized for. It...