Search found 368 matches
- Sat May 28, 2016 4:27 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 35526
Re: [MOD 0.12.x] VehicleSnap 1.0.2
Wow, and it so happened i didn't use trains in my most recent world :oops: I have a fix (1.0.3) coming up shortly, i have to test the fixed version. Because of this i can't have unique speed tests per car type anymore (unless i sacrifice tiny bit of performance for more string comparisons), so car's...
- Tue May 24, 2016 5:11 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 35526
Re: [MOD 0.12.x] VehicleSnap 1.0.2
New version out if you want to test. I can't reproduce the getting stuck bug at all anymore.
- Tue May 24, 2016 1:20 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 35526
Re: [MOD 0.12.x] VehicleSnap 1.0.1
Or that it wouldn't activate the snapping in low speed? I guess i'd have to do that either different limits for tank and car, or design generally with tank.
- Mon May 23, 2016 7:11 am
- Forum: Not a bug
- Topic: Diagonally running between chests stucks
- Replies: 3
- Views: 806
Re: Diagonally running between chests stucks
There's propably just a minor bug in the collision code, but it's unreasonable to say that this is "not a bug". If think at the issue logically, it should be easier to diagonally pass through chests than vertically or horizontally, not opposite. I agree it's minor case though. And player's...
- Sun May 22, 2016 8:07 pm
- Forum: Not a bug
- Topic: Diagonally running between chests stucks
- Replies: 3
- Views: 806
Diagonally running between chests stucks
Placing two chests (any chests) on ground like so: C C and then trying diagonal (W+A, W+D, S+A, S+D keys) running between doesn't let player through. But when you release movement keys and then press again it goes through. Also if pressing just 1 movement key, for example W key to run up it slides b...
- Sat May 21, 2016 4:46 pm
- Forum: Mods
- Topic: [MOD 0.13.x] EasierAliens 1.1.0
- Replies: 0
- Views: 2531
[MOD 0.13.x] EasierAliens 1.1.0
Type: Mod Name: EasierAliens Description: Makes bigger aliens slower and less durable. License: MIT License Version: 1.1.0 Release: 2016-07-10 Tested-With-Factorio-Version: 0.13.6 Category: Gameplay/Vanilla Tags: Enemies Download-Url (Factorio 0.13): EasierAliens_1.1.0.zip (Factorio 0.12): EasierAli...
- Fri May 20, 2016 10:52 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 35526
Re: [MOD 0.12.x] VehicleSnap 1.0.1
Please be clear on which mod do you mean. I too did encounter the vehicle getting stuck bug just once so far. I dig the wall off to get car unstuck. Afterwards tried to ram it again and again from different angles but it never happened. Maybe you have to press turning key just before collision, when...
- Fri May 20, 2016 3:26 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 35526
Re: [MOD 0.12.x] VehicleSnap 1.0.1
Take a look at Straight Cars mod - it's functionality is very similar. Yours alsigns to 16 direction - Straight Cars to 8 :) That would be 4th mod in the category then, :lol: (edit: Can't find a mod by that name.) But yeah changing mine to 8 is simple too; opening control.lua in text editor and cha...
- Thu May 19, 2016 11:06 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Tree House (0.2.1)
- Replies: 29
- Views: 24500
Re: [MOD 0.12.x] Tree House (0.1.1)
I was wondering, is it possible to set it only automatically cut those trees that are maximally polluted? As far as i understand when tree absorbs enough pollution it dies, and will no longer absorb more. So those ones are no good against aliens.
- Thu May 19, 2016 7:39 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 35526
Re: [MOD 0.12.x] VehicleSnap 1.0.1
There also this mod who does the same as yours I believe https://forums.factorio.com/viewtopic.php?f=92&t=17942 It may sound the same but is not. His mod is much heavier, snaps to only 8 axis and is also teleporting the car, as seen there: https://github.com/YPetremann/better-vehicle-control/bl...
- Thu May 19, 2016 4:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 15348
Re: [MOD 0.12.x] Pavement Drive Assist
Hey, it appears i published a mod that reminds yours alot https://forums.factorio.com/viewtopic.php?f=92&t=25501 MIT licence is good, feel free to compare and check if there is something you would like to do differently if want to. It is just alot simpler it seems, not tracking on where it's dri...
- Thu May 19, 2016 4:31 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 35526
[MOD 0.17] VehicleSnap
Type: Mod Name: VehicleSnap Description: Snaps vehicle's driving angle License: MIT License Version: 1.17.0 Updated: 2019-2-26 Tested-With-Factorio-Version: 0.17.0+ Category: Helper Tags: Car, Driving, Drive assist Download-Url: https://mods.factorio.com/mods/Zaflis/VehicleSnap (Factorio 0.14) Vehic...
- Sun May 15, 2016 8:14 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2235
Re: Severe screen flashing due to out of energy
Then out of the blue 1 day GPU decided to stop working completely while i wasn't even playing anything. I guess it was a hardware issue then, everything's back up and running though on new gpu.
- Thu May 12, 2016 2:14 pm
- Forum: Show your Creations
- Topic: Progress on my new Factory (formerly: help me fix it)
- Replies: 19
- Views: 6968
Re: Help Fix My Base?
1) Not sure what you mean by "ragged". Blue belts are faster than the few (non-upgraded) factories you had pulling iron. So it's natural that you'll see iron move in a fashion of move, stop, move, stop... rapidly. I don't see that as an issue, all the belts were 100% full for what i could ...
- Thu May 12, 2016 8:34 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 489
- Views: 498140
Re: Let's see your clever builds
Using Warehousing (3x3 and 5x5 provider and requester warehouses etc.) and Advanced-Inserters (2 faster tier inserters) i made this for circuits. It's eating a rediculous amount of iron and especially copper:
- Mon May 02, 2016 7:58 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2235
Re: Severe screen flashing due to out of energy
Wow, i've never had the fans go that loud... But i ran furmark for 4 minutes and it settled to 75 C with 100% gpu utilization. CPU was even cooler than that, and no artifacts.
- Mon May 02, 2016 6:15 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2235
Re: Severe screen flashing due to out of energy
Surely it's something to do with Factorio? It's never happened with other game or software, and it's only during specific events within Factorio. Normally even endgame base stays stable for as long as i care to keep game open, 10+ hours straight. As far as i understand hardware problems, they would ...
- Mon May 02, 2016 12:38 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2235
Re: Severe screen flashing due to out of energy
1) Yes i realized that aswell. The pixelized screen is what i think an after-effect from the power outage, he didn't have biter alarm on during the flash. I had this too, until it froze the system. There can be multiple flashes like that, it's like something broke in graphics earlier on. Some might ...
- Sun May 01, 2016 11:41 pm
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2235
Severe screen flashing due to out of energy
I'm not sure where this belongs, to suggestions or bug reports. I don't have much of details to give you. Here is 1 example on a video https://youtu.be/bPTm5-wtrZQ?t=1715 at somewhere around 28:40 his screen pixelizes in a bad way, and he seems to complain about his graphics bugs in the voice some p...
- Fri Apr 29, 2016 1:48 pm
- Forum: Ideas and Suggestions
- Topic: MP Dedicated Server - Autosave when no players are connected
- Replies: 6
- Views: 1995
Re: MP Dedicated Server - Autosave when no players are connected
But yes i agree with you that it should be saving at least once after players leave.
Ok after tested the saving myself on 0.12.31 server i can confirm it doesn't work how we would like it to. It's not autosaving at all after players leave, even if quick visit is done after long time of not saving.
Ok after tested the saving myself on 0.12.31 server i can confirm it doesn't work how we would like it to. It's not autosaving at all after players leave, even if quick visit is done after long time of not saving.