Search found 16703 matches

by Rseding91
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.
by Rseding91
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 :)
by Rseding91
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 ...
by Rseding91
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?
by Rseding91
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?
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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.
by Rseding91
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?
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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?
by Rseding91
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.
by Rseding91
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.

Go to advanced search