Search found 368 matches

by Zaflis
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...
by Zaflis
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.
by Zaflis
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.
by Zaflis
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...
by Zaflis
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...
by Zaflis
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...
by Zaflis
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...
by Zaflis
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...
by Zaflis
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.
by Zaflis
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...
by Zaflis
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...
by Zaflis
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...
by Zaflis
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.
by Zaflis
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 ...
by Zaflis
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:
circuit_factory.png
circuit_factory.png (1.74 MiB) Viewed 5158 times
by Zaflis
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.
by Zaflis
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 ...
by Zaflis
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 ...
by Zaflis
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...
by Zaflis
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.

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