Search found 536 matches
- Tue Jan 01, 2019 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Else output for decider combinator
- Replies: 30
- Views: 25677
Re: Else output for decider combinator
A >= B => A
A < B => B
with 2 combinators.
That's exactly the same example i wrote. It's a matter of perspective. 2 inputs is a simple example, but if you have 200 of them the matter of 400 vs 200 combinator makes a significant difference. It's not just that but this simple "if - then - else" is ...
- Tue Jan 01, 2019 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Else output for decider combinator
- Replies: 30
- Views: 25677
Else output for decider combinator
In programming there is a simple structure; If - Then - Else. There are numerous potential applications for this, but if i were to do that simple thing with current combinators i'd be in for a bit of trouble.
Example: Signals A=10 and B=20, output higher value
Signal first goes to 2 decider ...
Example: Signals A=10 and B=20, output higher value
Signal first goes to 2 decider ...
- Fri Dec 28, 2018 8:56 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 278262
Re: Friday Facts #275 - 0.17 Science changes
The satellite is unlocked with the Space science pack technology and its only purpose is obtaining these science packs.
How does that work? Something like you get say 500 space science packs for launching without satellite, but 1000 with satellite? Because you need them to research the satellite ...
How does that work? Something like you get say 500 space science packs for launching without satellite, but 1000 with satellite? Because you need them to research the satellite ...
- Tue Dec 25, 2018 3:34 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 22789
Re: [MOD 0.15] Ore and plate compress
You could try https://mods.factorio.com/mod/compressor as it allows to compress all modded resources along with all other items as well. I have to admit i use it myself in some modded playthroughs
If you have gamechanging mods like bobs/angels it is more logical choice now.
- Sun Dec 23, 2018 4:29 am
- Forum: Technical Help
- Topic: Dedicated server fails to connect(400)
- Replies: 4
- Views: 3407
Re: Dedicated server fails to connect(400)
Have you portforwarded 34197 in router?
- Fri Dec 07, 2018 4:15 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 51612
Re: Friday Facts #272 - Mod GUI
Counting on my app based factorio launcher i have 17 different modpacks, each with unique set of mods for varying versions of Factorio. I know i could trim that down to just 4 maybe, but anyway main Factorio doesn't have a quick way to swap a large set of mods with a single click of a button. One of ...
- Thu Dec 06, 2018 12:23 pm
- Forum: Won't fix.
- Topic: [0.16.51] on_player_driving_changed_state doesn't trigger when player died
- Replies: 1
- Views: 1415
[0.16.51] on_player_driving_changed_state doesn't trigger when player died
There are scenarios and custom possibilities to kill player while he is inside a vehicle. Normally the vehicle absorbs damage and has to be destroyed before player takes damage, so normal players won't ever see this. But my mod was relying on on_player_driving_changed_state event which is supposed ...
- Fri Nov 30, 2018 10:08 am
- Forum: Mods
- Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
- Replies: 57
- Views: 29357
Re: [MOD 0.16] Ribbon Maze
RibbonMaze may teleport the player at start to ensure they are in the maze path. VehicleSnap sets up some data structures when a player is created, which don't exist yet. Probably it should ignore player movement/teleports until that then.
The API should allow changing player position without ...
The API should allow changing player position without ...
- Fri Nov 30, 2018 10:01 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 68650
Re: [MOD 0.16] VehicleSnap
I can check validity of pdata by adding this, but i don't know if more errors will follow:
if pdata and pdata.driving then
There was other relatively harmless bug i think, that game was carrying over the per-player snapping amount even if it was set in different save. Mod however was assuming it ...
if pdata and pdata.driving then
There was other relatively harmless bug i think, that game was carrying over the per-player snapping amount even if it was set in different save. Mod however was assuming it ...
- Sun Nov 18, 2018 3:49 am
- Forum: Modding help
- Topic: conditional events by global settings cause MP desync
- Replies: 7
- Views: 3969
Re: conditional events by global settings cause MP desync
..
Since this thread became relevant again, i have to clarify those for further confusion.
https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_load
This is meant for 3 specific reasons and only 3:
- re-register conditional event handlers
- re-setup meta tables
- create local ...
Since this thread became relevant again, i have to clarify those for further confusion.
https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_load
This is meant for 3 specific reasons and only 3:
- re-register conditional event handlers
- re-setup meta tables
- create local ...
- Sun Nov 18, 2018 3:24 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 68650
Re: [MOD 0.16] VehicleSnap
Code: Select all
script.on_load(function()
if global.RegisterEvents then
ToggleEvents(true)
end
end)- Sun Nov 18, 2018 2:22 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 68650
Re: [MOD 0.16] VehicleSnap
mod-VehicleSnap was not registered for the following events when the map was saved but has registered them as a result of loading: on_tick (ID 0) and on_player_changed_position (ID 81)
That's curious, and yes i had not tested the new one on dedicated server. I don't yet know why the events are not ...
That's curious, and yes i had not tested the new one on dedicated server. I don't yet know why the events are not ...
- Sat Nov 17, 2018 7:59 pm
- Forum: Implemented Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 33
- Views: 22266
Re: Car aligns to cardinal directions
Ok now i don't mind if they implement it or not anymore. I spent all day updating VehicleSnap and i highly doubt there is too much left it can be improved on. I went as far as using the vehiclestate events and turn off onTick when it's not needed. With the backwards driving and per-player options it ...
- Sat Nov 17, 2018 7:14 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 68650
Re: [MOD 0.15] VehicleSnap
I thought I'd have a look and I found the problem. Line 51 of control.lua:
if player.vehicle.speed > 0.1 then
needs a math.abs(player.vehicle.speed) to cover backwards as well, I tried it seems to work fine :p
Hey, new update (0.16.1) is out if you guys want to test. It allows snapping when ...
- Wed Nov 14, 2018 3:34 pm
- Forum: Balancing
- Topic: Nuclear fuel should be better than rocket fuel
- Replies: 7
- Views: 5279
Re: Nuclear fuel should be better than rocket fuel
Anyway, a locomotive filled with nuclear fuel (which by the way is 4; 3 in stock and 1 active) can power a train for 134 minutes straight.
I doubt anyone has to cover such long distances that they even need one nuclear fuel for one trip.
Rocket fuel can power a train for 193 minutes which is ...
I doubt anyone has to cover such long distances that they even need one nuclear fuel for one trip.
Rocket fuel can power a train for 193 minutes which is ...
- Tue Nov 13, 2018 8:49 pm
- Forum: Balancing
- Topic: Nuclear fuel should be better than rocket fuel
- Replies: 7
- Views: 5279
Re: Nuclear fuel should be better than rocket fuel
I hope it will last long enough then on a very long railway. I can see that solid fuel is actually still twice as efficient than rocket fuel when it comes to MJ per light oil, so i guess they all have their perks. However making of nuclear fuel involves Kovarex setup and sulfuric acid mining, all of ...
- Tue Nov 13, 2018 12:54 pm
- Forum: Balancing
- Topic: Nuclear fuel should be better than rocket fuel
- Replies: 7
- Views: 5279
Nuclear fuel should be better than rocket fuel
I'm just trying to justify using of nuclear fuel in trains. 10 rocket fuel has 2250 MJ and nuclear fuel while having max stack of 1 item contains 1210 MJ. Meaning that train with a single load of rocket fuel will run almost twice as long time. Solid fuel's 50 item stack values 1250 MJ with almost ...
- Sat Nov 03, 2018 7:41 pm
- Forum: Implemented Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 33
- Views: 22266
Re: sticky car steering
Obviously, just snapping to angles is the easiest-to-implement of that requests (and VehicleSnap already implements it).
But as i said, it's not implementing it "properly". I had to use the onTick event, so it's actually doing something 60 times a second even if just waiting for delay or someone ...
But as i said, it's not implementing it "properly". I had to use the onTick event, so it's actually doing something 60 times a second even if just waiting for delay or someone ...
- Tue Oct 30, 2018 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Oil (overflow) burner
- Replies: 29
- Views: 24446
Re: Oil (overflow) burner
The way I handle petro balancing is to crack the excess of one thing to the next thing. So if the heavy oi tank is nearly full (>24000) it pumps heavy oil into the heavy to light oil cracking array. The same with light to gas. The problem becomes, particularly in the early game, that I end up with ...
- Tue Oct 30, 2018 5:55 pm
- Forum: Implemented Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 33
- Views: 22266
Please restrict vehicle moving angles some way
I'm author of mod Vehiclesnap, but i too have moments when i want to play just "pure vanilla" - no. mods. at. all. Let me show what i mean first:
https://www.youtube.com/watch?v=9X-4AqpFhUE
The controls are very touchy and it's almost impossible to drive straight along tracks, and that's even if ...
https://www.youtube.com/watch?v=9X-4AqpFhUE
The controls are very touchy and it's almost impossible to drive straight along tracks, and that's even if ...