Search found 2848 matches

by Optera
Tue Jul 05, 2016 7:45 pm
Forum: Railway Setups
Topic: Simple combinator-free safe rail crossing
Replies: 23
Views: 36791

Re: Simple combinator-free safe rail crossing

The key of the safe rail crossing is the player detection range of the gates, as long as your within that range youre protected* outside that range you are game for any train. So its important to have gates at both sides of the track at the crossing to be within detection range the whole time. The ...
by Optera
Tue Jul 05, 2016 11:35 am
Forum: Mods
Topic: [MOD 0.18.X] Pollution detector
Replies: 42
Views: 43560

Re: [MOD 0.13.X] Pollution detector

Having detectors all over the base seems to be very taxing on my game. 20160704172549_1.jpg Reducing the update interval to every 60 ticks made the time drop from ~4.5 to ~0.04 script.on_event(defines.events.on_tick, function(event) ticks = ticks + 1 if ticks >= 60 then ticks = 0 for i, pollution_de...
by Optera
Tue Jul 05, 2016 8:01 am
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 117917

Re: [MOD 0.12.11+] Blueprint String

I get messages like "Blueprint icon error: __blueprint-string__/control.lua.130: unknown item name: straight-rail" when importing .12 strings in .13
Could you add a migration for .12 strings to .13?
by Optera
Tue Jul 05, 2016 5:59 am
Forum: Railway Setups
Topic: Simple combinator-free safe rail crossing
Replies: 23
Views: 36791

Re: Simple combinator-free safe rail crossing

Here's my take on a save crossing. It locks the gates on red and yellow of the crossing block and also turns the entry signal red when any gate activates. 20160705075245_1.jpg BP String: H4sIAAAAAAAA/+WYUW+bMBDHv0qV51CBbZJOFXvdh5gm5IKbWiKAjNOtQ3z3GUhUnJHwv75sSvvSUg77fn/fnc/Oq7uiymRxlyatKq22WjVJ25Zyr...
by Optera
Tue Jul 05, 2016 5:43 am
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 25925

Re: Version 0.13.4

I'll attach a picture that I used to open a topic on it that shows the difference quite well. http://mrgrim.gr1m.org/map-shock.jpg This is a really nice world. Was that created in 0.13 or ported over from 0.12? All I got in in 0.13 so far are swamp like areas. No connected large lakes and biomes.
by Optera
Mon Jul 04, 2016 4:53 pm
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 19044

Re: Is the jump from science pack 2 to 3 too large?

The work needed to get science pack 3 automated is indeed a very steep curve compared to 1 to 2. My Idea to make progression a bit smoother: Sci3 uses some mid oil product like lubricant or instead of red circuits and batteries. So it's more accessible before you basically have built 90% of the whol...
by Optera
Mon Jul 04, 2016 3:58 pm
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 25925

Re: Version 0.13.4

TheTom wrote:I Just wish they fix landscape generation - then I move to 0.13
Currently i generate games in 12.35 with RSO, then port it to 13 to play.
by Optera
Mon Jul 04, 2016 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] UPS drop/crash deconstructing many objects
Replies: 11
Views: 4677

Re: [0.13.4] UPS drop/crash deconstructing many objects

You've got a load of mods. If I had to guess you've got one that makes the electric pole range super massive - right? If it's still in the save it's a relict from mod testing. I'm using vanilla underground belt/pipe and poles. The only mods truly needed for the save are RailTanker_1.3.31, Flow Cont...
by Optera
Mon Jul 04, 2016 9:23 am
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 25925

Re: Version 0.13.4

ratchetfreak wrote:
Optera wrote:The list of Bugfixes keeps getting shorter, seems like a good sign for 0.13 becoming stable.
Probably not, it's more of a sign that the simple bugs are getting rarer and the hard bugs are the next ones on the list
And they call me a pessimist :lol:
by Optera
Mon Jul 04, 2016 9:18 am
Forum: Resolved Problems and Bugs
Topic: [0.13.4] UPS drop/crash deconstructing many objects
Replies: 11
Views: 4677

Re: [0.13.4] UPS drop/crash deconstructing many objects

You've got a load of mods. If I had to guess you've got one that makes the electric pole range super massive - right? If it's still in the save it's a relict from mod testing. I'm using vanilla underground belt/pipe and poles. The only mods truly needed for the save are RailTanker_1.3.31, Flow Cont...
by Optera
Mon Jul 04, 2016 6:31 am
Forum: Resolved Problems and Bugs
Topic: [0.13.4] UPS drop/crash deconstructing many objects
Replies: 11
Views: 4677

[0.13.4] UPS drop/crash deconstructing many objects

Deconstruction one furnace array (~1k objects) made my UPS drop from 58 to 12.
Deconstructing 3 at once dropped it to 6 and eventually crashed the game.

Savegame:
https://mega.nz/#!C04SFY5S!nRb_db3nQeWa ... Ovpsj_5zig
by Optera
Mon Jul 04, 2016 4:29 am
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 25925

Re: Version 0.13.4

The list of Bugfixes keeps getting shorter, seems like a good sign for 0.13 becoming stable.
by Optera
Sun Jul 03, 2016 5:20 am
Forum: Releases
Topic: Version 0.13.3
Replies: 47
Views: 25111

Re: Version 0.13.3

[...]Researching personal logistic slots should provide a checkbox with which you can toggle yourself to act as a storage chest for the entire logistic network in reach.[...] I don't understand why you would want that. As in, you'd start receiving "surplus" ore or anything you've dumped i...
by Optera
Sun Jul 03, 2016 5:18 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 257841

Re: [MOD 0.13.3] Orbital Ion Cannon 1.3.0

Performance seems to have increased a lot on my big test map. However having a bunch of auto targeting stations now fire at greater range results in most annoying "Ion Cannon ready" spam. Could you add a message cooldown so we hear only 1 ready message every minute? Klaxon should ofc play ...
by Optera
Sun Jul 03, 2016 5:03 am
Forum: Ideas and Suggestions
Topic: [0.13.3] tiny Add Station window
Replies: 7
Views: 1152

Re: [0.13.3] tiny Add Station window

I did use Fat Controller myself until 13.0 brought a better train interface. Personally the 3-5 clicks to find one train and odd sorting, by time the train was registered instead of station/train name, annoyed me to no end. Your screenshot from fat controller is a good example of too much informatio...
by Optera
Sat Jul 02, 2016 7:32 pm
Forum: Ideas and Suggestions
Topic: [0.13.3] tiny Add Station window
Replies: 7
Views: 1152

Re: [0.13.3] tiny Add Station window

I would be happy with the window showing 10-15 stations or ideally be resizable. The keyword filter on top helps a lot, but here again only 5 results if i filter for iron with station names Iron Mine 1-5 and Iron Unload I have to scroll again. Scrolling is faster than clicking pages for around 20 st...
by Optera
Sat Jul 02, 2016 8:15 am
Forum: Ideas and Suggestions
Topic: [0.13.3] tiny Add Station window
Replies: 7
Views: 1152

[0.13.3] tiny Add Station window

The list of stations is needlessly small, showing only 5 stations.
by Optera
Sat Jul 02, 2016 7:53 am
Forum: Mods
Topic: [MOD 0.12.29+] Upgrade planner - v1.1.10 - Bug Fixes
Replies: 4
Views: 2863

Re: [MOD 0.12.29+] Upgrade planner - v1.1.10 - Bug Fixes

Perhaps the get_type method is deprecated.
I guess you could try using entity.type instead of get_type(entity.name)
http://lua-api.factorio.com/0.13.3/LuaE ... ntity.type
by Optera
Fri Jul 01, 2016 4:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Equalizer chests v1.4.0
Replies: 66
Views: 51070

Re: [MOD 0.12.x] Equalizer chests v1.1.4

Thanks, I already have an "official" fix, but while testing I discovered the chests won't allow circuit connections, so that stopped me from releasing it. I'll probably upload my official version to mod portal somewhere this weekend and look into those circuit connections later. Looking f...

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