Search found 16703 matches
- Mon Feb 08, 2016 3:59 pm
- Forum: Not a bug
- Topic: [0.12.22] Overlapping tree shadows
- Replies: 7
- Views: 20259
Re: [0.12.22] Overlapping tree shadows
This also isn't a bug
that's how shadows work in the real world as well: the more shadows overlap a given area the darker that area is.
- Thu Feb 04, 2016 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] player.real2screenposition() not working properly
- Replies: 18
- Views: 24227
Re: [0.12.22] player.real2screenposition() not working properly
The methods screen2realposition and real2screenposition are left overs of making the trailer and won't work for replays or multiplayer (also don't work for non default zoom as you found).
Most likely they shouldn't exist at all and we just forgot to remove them in the release build
Most likely they shouldn't exist at all and we just forgot to remove them in the release build
- Thu Feb 04, 2016 4:21 pm
- Forum: Modding discussion
- Topic: Treefarms and Co-Routines
- Replies: 33
- Views: 36673
Re: Treefarms and Co-Routines
If you're looking for ways to optimize TreeFarm you can look at the re-write I did of it for my own game: Treefarm-Mod_1.2.0.zip Note: this was written when there was a bug with saving sparse tables so I wrote it by converting index values to strings - don't use the code in that attached file ...
- Sat Jan 30, 2016 7:04 pm
- Forum: Pending
- Topic: [0.12.20] [save-needed] crash: Inserter::draw -> DrawQueue::drawScaled
- Replies: 4
- Views: 13507
Re: [0.12.20] crash: Inserter::draw -> DrawQueue::drawScaled
Can you please upload the save where this happens?
- Fri Jan 29, 2016 6:36 pm
- Forum: Pending
- Topic: [0.12.20] [save-needed] crash: Inserter::draw -> DrawQueue::drawScaled
- Replies: 4
- Views: 13507
Re: [0.12.20] crash: Inserter::draw -> DrawQueue::drawScaled
Does this still happen in 0.12.22? If so, could you upload the save game where you're getting this crash and steps to reproduce?
- Fri Jan 29, 2016 5:26 pm
- Forum: Ideas and Requests For Mods
- Topic: [idea] Searchabie index
- Replies: 5
- Views: 15139
Re: [idea] Searchabie index
For anyone who hasn't seen it yet: http://www.factorio.com/blog/post/fff-110
The search bar is being used in a lot of places now for 0.13 :) Recipes, selecting filters, train stops, and anywhere else that needs filtering. It opens by clicking the button or pressing the search hotkey (default shift ...
The search bar is being used in a lot of places now for 0.13 :) Recipes, selecting filters, train stops, and anywhere else that needs filtering. It opens by clicking the button or pressing the search hotkey (default shift ...
- Fri Jan 29, 2016 5:20 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 99523
Re: Friday Facts #123 - Better circuit network (Part 2)
Just to make sure I got this right:
If I have a chest (wood,iron,steel) and I place this connector next to it, I can see the chests content in the wire-network ?
Yes
And (since both are 1x1) I can use 1 connector to check the content of 4 chests (or control 4 whatever) ?
That's something ...
If I have a chest (wood,iron,steel) and I place this connector next to it, I can see the chests content in the wire-network ?
Yes
And (since both are 1x1) I can use 1 connector to check the content of 4 chests (or control 4 whatever) ?
That's something ...
- Fri Jan 29, 2016 4:32 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 99523
Re: Friday Facts #123 - Better circuit network (Part 2)
Wait, so will we finally have something along the lines of "wait until full" for trains?
Also, will combinators be staying in the game?
If you haven't yet, I suggest you read the FF linked :) https://www.factorio.com/blog/post/fff-114
As for combinators: yes. They allow comparisons of signals ...
Also, will combinators be staying in the game?
If you haven't yet, I suggest you read the FF linked :) https://www.factorio.com/blog/post/fff-114
As for combinators: yes. They allow comparisons of signals ...
- Thu Jan 28, 2016 2:59 pm
- Forum: Not a bug
- Topic: [0.12.22] I can build stuff on the W-S curved tracks
- Replies: 5
- Views: 17210
Re: [0.12.22] I can build stuff on the W-S curved tracks
If nestt mod is enabled I can do this.
After I disabled it and restarted the game it worked as it should.
I enabled it again it did not work.
I restarted the game again and I could build on the tracks again.
Therefore I deduce that the fault lies with the nestt mod.
Hear is my save. I put the ...
After I disabled it and restarted the game it worked as it should.
I enabled it again it did not work.
I restarted the game again and I could build on the tracks again.
Therefore I deduce that the fault lies with the nestt mod.
Hear is my save. I put the ...
- Wed Jan 27, 2016 5:07 pm
- Forum: General discussion
- Topic: How i the game made?
- Replies: 7
- Views: 21777
Re: How i the game made?
Factorio is written in C++ using the Allegro library for video.
To your exact question: raw code.
To your exact question: raw code.
- Wed Jan 27, 2016 5:03 pm
- Forum: Not a bug
- Topic: [0.12.22] I can build stuff on the W-S curved tracks
- Replies: 5
- Views: 17210
Re: [0.12.22] I can build stuff on the W-S curved tracks
Can you please upload your save game?
- Mon Jan 25, 2016 3:08 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 28041
Re: Client-side scripts to send custom events to sim; readfile()
They shouldn't be, it makes no sense. If I open the escape menu and then the Save game gui, do other client's know what I'm doing with them? Does it send the preview images to other clients when I select a save game in the list? Do other client's know whether I'm typing a chat message until I've ...
- Mon Jan 25, 2016 3:01 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 106928
Re: [MOD 0.12.x] Force Fields - energy powered walls
Just fix it by youself, in "control.lua" (s.862) just wrap that compare in two checks:
if field.health ~= nil then
if forcefieldTypes[field.name]["maxHealth"] ~= nil then
if field.health >= forcefieldTypes[field.name]["maxHealth"] then
table.remove(emitterTable["generating-fields"], k)
end ...
if field.health ~= nil then
if forcefieldTypes[field.name]["maxHealth"] ~= nil then
if field.health >= forcefieldTypes[field.name]["maxHealth"] then
table.remove(emitterTable["generating-fields"], k)
end ...
- Fri Jan 22, 2016 7:48 pm
- Forum: Modding help
- Topic: Trains in the "global" table
- Replies: 5
- Views: 14794
Re: Trains in the "global" table
Getting back to the save/load problem: I know I am not really suggesting a solution, but is there anything that prevents you from re-building the index in the on_load event hook? If you can extract the index from the game state, then there is no need to save it, I think.
Does not reduce the ...
Does not reduce the ...
- Fri Jan 22, 2016 7:30 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 72015
Re: Friday Facts #122 - Better circuit network (Part 1)
Could the colors on wires be changed? As red-green colorblind person, copper and green wires look the same, and red wires are almost impossible to see in dirt-settings. If there's an option to make arbitrary colored wires, they could also be used for more complex circuits.
That is a good idea ...
That is a good idea ...
- Fri Jan 22, 2016 6:53 pm
- Forum: Won't fix.
- Topic: [12.20] Crash on blueprint creation
- Replies: 7
- Views: 17295
Re: [12.20] Crash on blueprint creation
repeated the crash on create blueprint with 12.21:
the offending lua script piece appears to be a custom roboport I made for personal use with a large logistics_radius:
-- per one charge slot
charging_energy = "200kW",
logistics_radius = 4000,--The offending code
construction_radius = 50 ...
the offending lua script piece appears to be a custom roboport I made for personal use with a large logistics_radius:
-- per one charge slot
charging_energy = "200kW",
logistics_radius = 4000,--The offending code
construction_radius = 50 ...
- Tue Jan 19, 2016 7:20 pm
- Forum: Modding help
- Topic: Random drop
- Replies: 2
- Views: 5454
Re: Random drop
Is there a way to make some entity (for example tree) drop random items from predefined selection? Like, idk, random amount of wood, leaves etc.
I mean, if you destroy that tree, there is like 50% chance that it will drop some special item.
Yes, you can define the "loot" as a percent chance to ...
I mean, if you destroy that tree, there is like 50% chance that it will drop some special item.
Yes, you can define the "loot" as a percent chance to ...
- Tue Jan 19, 2016 7:17 pm
- Forum: Modding help
- Topic: Order string doesn't work
- Replies: 3
- Views: 8333
Re: Order string doesn't work
Which version of the game are you using?
- Tue Jan 19, 2016 7:14 pm
- Forum: Modding help
- Topic: entity.neighbours [answered]
- Replies: 2
- Views: 4888
Re: entity.neighbours
The documentation is indeed incorrect in this case.
It will return a table which has no contents or the connecting opposite side of the underground belt.
So either entity.neighbours[1] == nil or entity.neighbours[1] == the other end of the underground belt.
It will return a table which has no contents or the connecting opposite side of the underground belt.
So either entity.neighbours[1] == nil or entity.neighbours[1] == the other end of the underground belt.
- Tue Jan 19, 2016 7:02 pm
- Forum: Modding help
- Topic: Error in AssignID
- Replies: 12
- Views: 14462
Re: Error in AssignID
What I'd do is simply open all of the files in the mod and do a search for the text. It will show anywhere that it's being used and you can remove it.