Search found 60 matches

by JLBShecky
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

Re: [0.11.6] Automatic mining during map view

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.
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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.
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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 ...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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.
by JLBShecky
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...
by JLBShecky
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 ...
by JLBShecky
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 ...
by JLBShecky
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...
by JLBShecky
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.
by JLBShecky
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...

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