Search found 107 matches

by deer_buster
Sat Dec 16, 2017 5:02 am
Forum: Duplicates
Topic: [0.16.3] Invisible water / landfill leaving grass covered
Replies: 2
Views: 925

Re: [0.16.3] Invisible water / landfill leaving grass covered

Confirm the same thing happening to me. Placing landfill over those "invisible" water tiles will let you place on them, but it isn't obvious by looking at it.
by deer_buster
Fri Dec 15, 2017 4:41 pm
Forum: Releases
Topic: Version 0.16.3
Replies: 17
Views: 14615

Re: Version 0.16.3

Uninstalled 0.16.3, reinstalled 0.16.2, it runs fine. This time, the patch came down successfully, but same error as the stand-alone install of 0.16.3. Uninstalled and going to stay on 0.16.2 until this is fixed.
by deer_buster
Fri Dec 15, 2017 4:13 pm
Forum: Releases
Topic: Version 0.16.3
Replies: 17
Views: 14615

Re: Version 0.16.3

Well, factorio wouldn't update (kept giving me messages about the lack of bytes arriving over 10 seconds), so I downloaded the full version. Installed it, it blows chunks on startup. Uninstalled and reinstalled, still blows chunks. With and without mods. Windows 7. Log file attached
by deer_buster
Tue Dec 12, 2017 4:31 pm
Forum: General discussion
Topic: The mandatory 0.16 F5ing thread
Replies: 30
Views: 10655

Re: The mandatory 0.16 F5ing thread

Koub wrote:I just viscerally dislike hype.
Okay Koub, show us on the doll exactly where hype touched you...
by deer_buster
Tue Dec 12, 2017 4:09 am
Forum: News
Topic: Factorio T-shirts store now open
Replies: 86
Views: 69740

Re: Factorio T-shirts store now open

In the next iterations of shirts, please, please, add Tall version (e.g. LT, XLT, XXLT, etc.)
by deer_buster
Mon Dec 11, 2017 3:54 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 75885

Re: Friday Facts #220 - The best Friday Facts ever

Problem being, now I don't want to play Factorio until 0.16 comes out, since I would be wasting my time...hopefully it is earlier in the week, rather than later.
by deer_buster
Sat Dec 09, 2017 6:18 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 75885

Re: Friday Facts #220 - The best Friday Facts ever

Can't wait to start a new megabase :)
by deer_buster
Sat Dec 02, 2017 6:27 am
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 83676

Re: Friday Facts #219 - Cliffs

Umm, rail spans between cliffs a thing now? please? Exciting times...
by deer_buster
Mon Nov 27, 2017 1:37 pm
Forum: Releases
Topic: Version 0.15.38
Replies: 32
Views: 21852

Re: Version 0.15.38

Hi, My Windows Factorio version was update to 0.15.38. My Linux version is still 0.15.37. How can I play on my two machine on one save? Regards, Kris By updating your linux install as well, if you need further help, open a Technical help topic. Kind of hard when the 0.15.38 version isn't found anyw...
by deer_buster
Tue Nov 14, 2017 11:53 pm
Forum: Ideas and Suggestions
Topic: Distinct Network Settings
Replies: 1
Views: 707

Distinct Network Settings

TL;DR Allow the ability to utilize both network circuits independently of each other What ? A good example of what I am talking about: You have a requester chest with a red and a green wire connected to it. You can currently choose to either set the filter or read the contents. Logically, you shoul...
by deer_buster
Fri Sep 29, 2017 7:57 pm
Forum: Ideas and Suggestions
Topic: Additional dynamic technology effects
Replies: 7
Views: 2480

Re: Additional dynamic technology effects

That's how the current technology modifiers work but you can't "only save what's changed" because at load time you would have no idea what should and shouldn't be loaded. So you can't add a new property & value to a force at run-time and have it saved???? Should only save and load wha...
by deer_buster
Fri Sep 29, 2017 7:30 pm
Forum: Ideas and Suggestions
Topic: Additional dynamic technology effects
Replies: 7
Views: 2480

Re: Additional dynamic technology effects

That's literally not possible to do: prototype values are immutable after startup - they cannot be changed for the lifetime of the game instance and everything depends on that. Every modifier type is a link to backing C++ logic that stores them (per force) and handles changing the values + notifyin...
by deer_buster
Fri Sep 29, 2017 6:07 pm
Forum: Ideas and Suggestions
Topic: Additional dynamic technology effects
Replies: 7
Views: 2480

Re: Additional dynamic technology effects

this is still needed IMHO. The only alternative we have is to replace existing entities with new updated entities, which is inefficient.
by deer_buster
Fri Sep 29, 2017 5:57 pm
Forum: Modding help
Topic: Updating a property after research finishes
Replies: 2
Views: 764

Re: Updating a property after research finishes

unless anyone else has some magical knowledge, I will assume I will have to replace every instance of the placed turret with a slightly modified entity. A rather poor design.
by deer_buster
Fri Sep 29, 2017 5:36 pm
Forum: Modding help
Topic: Updating a property after research finishes
Replies: 2
Views: 764

Updating a property after research finishes

If I wanted to create some technology that, when researched, changed the cooldown time for the laser turrets, how would I go about doing that? I think I would create a set of technologies that had an empty object for the effect, but would do something on the "on_research_finished" event? C...
by deer_buster
Fri Sep 15, 2017 9:16 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 24897

Re: Friday Facts #208 - Tips and tricks improvement

mestevesx wrote:This info might be better to be put on their own tutorial page (Like the train system which is pretty good) on triggers like "First crafted steam-engine".
1000000% agree with this
by deer_buster
Fri Sep 08, 2017 11:34 pm
Forum: Mod portal Discussion
Topic: My wishes for Mod Portal 2.0
Replies: 28
Views: 12297

Re: My wishes for Mod Portal 2.0

Subscribing to mod authors, so that you are notified of when new things come out, or when updates are made, even while (gasp) away from the game Ability to package several mods together (e.g. All of Bob's mods, or ArchAngel's, et.al.) Maybe a github interface for each mod, so that issues/feature re...
by deer_buster
Mon Aug 28, 2017 3:05 am
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 46395

Re: Friday Facts #205 - Teaching the things that everybody knows

I like what you are doing so far, but is this available to the mod authors too? Being able to provide a tutorial on how a mod item works would be a great addition, I think.
by deer_buster
Fri Jun 30, 2017 11:48 pm
Forum: Technical Help
Topic: Error when updating
Replies: 11
Views: 3175

Re: Error when updating

Ding
by deer_buster
Fri Jun 30, 2017 9:21 pm
Forum: Technical Help
Topic: Error when updating
Replies: 11
Views: 3175

Re: Error when updating

Ping

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