Well personally I am of the opinion that this is neither a bug nor a feature.
This here is what you call an Undocumented Creature.
Search found 60 matches
- Tue Dec 16, 2014 11:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] Automatic mining during map view
- Replies: 6
- Views: 2448
- Mon Dec 15, 2014 2:58 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 69481
Re: Friday Facts #64 The plans
Well my thoughts on whatever endgame content the decide to add is as follows: function OpinionOfEndGame(evt) local msg = ""; if endGame.isModable() == true then msg = "Why would anyone complain, making an end game mod would be a better use of one's time."; else msg = "I'll p...
- Sat Dec 13, 2014 12:06 am
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 49391
Re: Version 0.11.6
Oh and a bright note I just decieded that I would run the tests for .11.6 and for the first time ever I have passed all of the tests! In 0.11.5 I was passing 21 out of 87 and in 0.11.6 I passed all 92. Now I just need to see if my brother-in-law passes all of them on his AMD system, if so then we sh...
- Thu Dec 11, 2014 7:30 pm
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 49391
Re: Version 0.11.6
Looking forwards to trying this out tonight. The ability to copy and paste settings for railroads is something that I never even thought of but seems so obvious I don't know why I never tried them.
- Tue Dec 09, 2014 9:35 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 11186
Re: Train coupling and decoupling
Half the purpose was to point out the fact that the schedules are available for scripting, which is generally a preferable way of sending trains around, since the schedule can deal with walls and signals far better than manual control. The other half is pointing out the lack of documentation for th...
- Tue Dec 09, 2014 5:48 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 11186
Re: Train coupling and decoupling
I haven't tried playing around with the blueprints as of yet, but one might be able to use them to store information, or baring that a requester chest with no inventory slots but enough logistics slots to set the required settings. Come to think of it the logistics chest sounds like the best idea fo...
- Tue Dec 09, 2014 3:18 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 11186
Re: Train coupling and decoupling
https://forums.factorio.com/wiki/index.php?title=Lua/Train I'm not sure what the Train object's wiki page has to do with this subject. The info that I posted does not relate to the train object, as everything that I referenced was part of the vehicle/player entities. Currently there isn't a page on...
- Tue Dec 09, 2014 2:33 pm
- Forum: Not a bug
- Topic: [0.11.x] Transfering fuel into Car/Tank trunk broken
- Replies: 9
- Views: 5315
Re: [0.11.x] Transfering fuel into Car/Tank trunk broken
I'm fine with that, it is just that I hadn't seen it mentioned anywhere, and form a consistency standpoint it stands out, mainly when a player tries to transfer stuff from their inventory into a the trunk using ctrl+click. I really don't use cars all that often and didn't even notice it till Zisteau...
- Tue Dec 09, 2014 2:19 pm
- Forum: Ideas and Requests For Mods
- Topic: A void Pipe
- Replies: 6
- Views: 6356
Re: A void Pipe
Well let me point out two existing mods that let you remove excess fluids: Rseding91's Fluid Void it is a little overpowered in my opinion as it is extremely cheep costing only pipes to make, but it works and if you want to you can increase the recipe cost. It is just a simple pipe that will delete ...
- Tue Dec 09, 2014 2:56 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] for new Gates
- Replies: 4
- Views: 2059
Re: [IDEA] for new Gates
I don't know about making them use power, but taking a peak at the wall's declaration it seems to indicate that one can increase the distance from which they will open, how fast they will open and how long before they will close. So one should be able to make gates that open up from greater distance...
- Tue Dec 09, 2014 2:27 am
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 11186
Re: Train coupling and decoupling
Although there is no access to the trains path finder it still is possible to manually drive a train using a few hacks per say. That said aside from not being able to separate cars, and having to create your own pathfinder in lua and potentially have issues with 3 way turnouts driving trains manuall...
- Tue Dec 09, 2014 1:07 am
- Forum: Not a bug
- Topic: [0.11.x] Transfering fuel into Car/Tank trunk broken
- Replies: 9
- Views: 5315
[0.11.x] Transfering fuel into Car/Tank trunk broken
Ok the title is a little long but I think it fully describes the issue. Prior to 0.11 you could transfer things with a fuel value into the car's trunk. IE with default keybinding once the car's fuel inventory slots were filled inserters would put things like coal and wood into the car's trunk, or yo...
- Mon Dec 08, 2014 5:54 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 11186
Re: Train coupling and decoupling
Yeah trying to do an automated railyard would be a fun experiment/learning experience. I keep on wanting to lay the ground work for something along that line, but I keep on getting caught up in playing this game called factorio instead. :D That said, it would probably be a good idea to request the a...
- Sat Dec 06, 2014 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Executable has no icon.
- Replies: 7
- Views: 3510
Re: [0.11.1] Executable has no icon.
With the bugs that 0.11.4 had I did not get around to testing it, but atleast for the zip version of 0.11.5 there is still no icon, so you may have knocked out more than one case during the migration.
- Fri Dec 05, 2014 4:31 pm
- Forum: Releases
- Topic: Version 0.11.5
- Replies: 42
- Views: 48614
Re: Version 0.11.5
Just to get the scale correctly (assuming the sanity check is radius from center) How long would it take to get from the center of the "circle" to the outside by train? (the 1000000 chunks) 1000000 chunks * 32 tiles per chunk = 32000000 distance from spawn (0,0) in a straight line. It dep...
- Fri Dec 05, 2014 8:05 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339767
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
When i wrote the mod i thought that the larger pumps in dytech are 2 tiles instead of one so i decided against trying to detect them. Recently someone (Malachite again!) asked my to fix it and I told him to change that line, it did not work. I think you also need to increase the findentityfiltered ...
- Fri Dec 05, 2014 4:21 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339767
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
So I have been playing around with Rail Tankers while moving my main base's location and I decided that it was not pumping oil into and out of the cars fast enough for my liking so I went to use faster versions, specifically in this case the ones from Dytech and discovered that they would not cause ...
- Sun Nov 30, 2014 12:11 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Smart-inserter style train control
- Replies: 3
- Views: 2119
Re: [Request] Smart-inserter style train control
Afaik you can't override a signal. There is also a simple mod by JLBShecky: https://forums.factorio.com/forum/viewtopic.php?f=28&t=5307&p=40927 It hasn't been updated to utilize "ontrainchangedstate" and still operates on a timer, though. I never actually got around to actually ma...
- Thu Nov 13, 2014 10:29 pm
- Forum: Releases
- Topic: Version 0.11.2
- Replies: 31
- Views: 45071
Re: Version 0.11.2
Really nice set of bug fixes there.
Me thinks though that including the tests directory in the Win x64 zip build may be a bit of a goof though.
Me thinks though that including the tests directory in the Win x64 zip build may be a bit of a goof though.
- Thu Nov 13, 2014 1:25 pm
- Forum: Duplicates
- Topic: [0.11.1] Win x64 Regression - Missing Application Icon
- Replies: 2
- Views: 2797
Re: [0.11.1] Win x64 Regression - Missing Application Icon
Your absolutely right, and I have no idea how I missed the other one, I could have sworn that I gave the first page a once over, and used crtl-f to search the page for the word icon so I am at a loss as to how I missed the other post. All I can figure is that I must have looked more heavily under &q...