Search found 154 matches
- Tue Sep 20, 2016 3:57 pm
- Forum: Questions, reviews and ratings
- Topic: Mod numbering convention
- Replies: 4
- Views: 1969
Re: Mod numbering convention
Instead of basing my versions around Factorio or semantic I am trying to base them around the save game as that seems more useful to the player <savegame compatible>.<production compatible>.<update> Increments in the right number should only indicate new features, bugfixes, other changes, etc. Incre...
- Tue Sep 20, 2016 3:39 pm
- Forum: Modding help
- Topic: What are the possible equipment shape types
- Replies: 2
- Views: 814
What are the possible equipment shape types
I noticed that the shape of equipment prototypes has a type = "full" entry. I couldn't find any documentation for this field. Are there any other options available?
- Tue Sep 20, 2016 2:25 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 42376
Re: [MOD 0.14.2] Electric vehicles
Edit: I've added this file to your electric_vehicles. It turned my FARLs into hybrids and remains compatible with VehiclesEquipment. for i, obj in pairs(data.raw["locomotive"]) do if obj.name == "farl" then obj.equipment_grid = "electric-vehicles-electric-locomotive" o...
- Mon Sep 19, 2016 1:29 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
Wireless Charging lib uses ~0.8 UPS per charging wagon/locomotive which sums up pretty fast to unplayable UPS in large rail networks. My first guess is the many for loops and two calls to find entities are responsible. Can't you simplify the whole process by rotating the BoundingBox according to en...
- Sun Sep 18, 2016 5:08 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 63060
Re: [0.12]Ideas, suggestions & discussion
An idea that came up when trying to make Electric Vehicles compatible with FARL: Instead of (or in addition to) a fixed FARL locomotive have a "FARL equipment" item that can be placed in any locomotive with an equipment grid and turns it into a FARL. That allows for easier integration with...
- Sun Sep 18, 2016 4:41 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 42376
Re: [MOD 0.14.2] Electric vehicles
If FARL has an equipment grid I can make it compatible, but I assume they are hooking up to their locomotive's prototype name, so creating a new one might cause problems. On the other hand with equipment grids they could create a "FARL equipment" that would allow every locomotive to become...
- Sun Sep 18, 2016 12:32 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
I tried to get stations and coils working with players power armor too. apart from that I only tweaked some things around: - changed lo-power-induction-coil and hi-power-induction-coil to 2x2 grid size - lo-power-induction-rail uses lo-power-induction-coil instead of lo-power-induction-station - re...
- Sun Sep 18, 2016 12:29 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
Oh man I just noticed that's an electric-vehicles-lib error. I was looking in the wrong mod the whole time ripping my hair out because of an impossible error. Fixed in EV 0.3.3Ratzap wrote:Yes, it did. We haven't even built any electric vehicles, we're just getting teched up.mknejp wrote:But it starts with 0.3.2?
- Sun Sep 18, 2016 11:50 am
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
But it starts with 0.3.2?
- Sun Sep 18, 2016 10:46 am
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
Give 0.3.3 a tryRatzap wrote:We keep getting server crashes (0.14.7 headless) when putting equipment into armour:
- Sun Sep 18, 2016 10:20 am
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
What did you modify? Maybe it could be part of the main mod.Optera wrote:I traced the bug down to me running a modified version of wireless_charging under different namespace when placing those stations.
- Sat Sep 17, 2016 6:20 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11669
Re: [MOD 0.14] Personal Roboport Switch
Always-on / area-controlled / Always-off? While I'm at it, how possible would it be to have an option for the player to inherit the "roboport-while-moving" property of the vehicle he is in? That no longer makes it a simple toggle but multiple options you have to cycle through, and that me...
- Sat Sep 17, 2016 3:36 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11669
Re: [MOD 0.14] Personal Roboport Switch
It wasn't clear from the description if this is a feature request or already supported -- Is there is regular 'disable' option? Like, just turn roboports off, regardless of the surrounding coverage? My biggest problem is with suicidal construction bots, so being able to manually completely turn the...
- Sat Sep 17, 2016 3:35 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 42376
Re: [MOD 0.14.2] Electric vehicles
Not faster, but more powerful.Iorek wrote:"exoskeletons make trains go faster"
really?
I was told this was currently not working?
Because it's generated from preprocessed filesIorek wrote:one small question, Why useinstead of "2kj"Code: Select all
math.ceil(150 / 60) .. "kJ"
- Sat Sep 17, 2016 1:22 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
Can you provide me with the save and mods? Regardless what versions I use to place or mine the rails I can't get that error to show up. I have a version prepared that does some validation when loaded and should remove broken rails but I need a save that actually has broken rails to make sure it work...
- Sat Sep 17, 2016 12:48 am
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11669
Re: [MOD 0.14] Personal Roboport Switch
Hej, Can you make some functionality that lets me use ONLY my own personal roboport and not that of my network? This will come in handy if I'm constructing something small or experimenting with an 8-belt balancer or something so the materials don't have to come from a mile away which takes ages. Or...
- Fri Sep 16, 2016 9:10 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
You can mine induction rails from under a train causing the game to crash. Uhm no you can't. At least you shouldn't. Do you have reproduction steps for this? There are specific safeguards in place to make sure you can't do just that. If the game actually crashes that's something for the bug report ...
- Fri Sep 16, 2016 8:49 pm
- Forum: Mod portal Discussion
- Topic: Automatic dependency download
- Replies: 6
- Views: 4896
Automatic dependency download
I was very sad when I realized the in-game mod manager wouldn't automatically download mandatory dependencies of mods. Imagine this: 1. Oh shiny mod, let's install it. 2. Forced restart of client. 3. Start new game. Why's the mod not working? Oh, it has a dependency. OK. 4. Install the dependency. 5...
- Fri Sep 16, 2016 6:22 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29719
Re: [MOD 0.14.2] Wireless Charging
It's fixed now.keryja wrote:Both this and Electric Vehicles no longer load because info.json can not be found, due to it being one folder too deep, for example: wireless-charging_0.3.1/wireless-charging/info.json while it should be wireless-charging_0.3.1/info.json
- Fri Sep 16, 2016 6:21 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 42376
Re: [MOD 0.14.2] Electric vehicles
Looks like your latest updates are broken (for all three recently updated mods). All of the files except for the LICENSE file are in an additional level of directory, so Factorio can't find the info.json. Well damn, that's what happens when you do last minute changes to your package scripts. It's f...