Search found 478 matches
- Tue Aug 29, 2017 6:44 am
- Forum: Technical Help
- Topic: Extreme memory leak, possibly my (mod) fault (help wanted)
- Replies: 18
- Views: 4597
Re: Extreme memory leak, possibly my (mod) fault (help wanted)
Can't reproduce it. Downloaded mod from your git with the latest commit being update 35. After a few hundred manual and 20 or so automatic orbital strikes, the game still only uses 1gb of ram.
- Mon Aug 28, 2017 7:50 pm
- Forum: Ideas and Suggestions
- Topic: [Request] Full base game tech tree in one big picture
- Replies: 8
- Views: 13286
Re: [Request] Full base game tech tree in one big picture
The wiki has this image of the entire tech tree.
- Mon Aug 28, 2017 11:53 am
- Forum: Not a bug
- Topic: [Dominik] [for 0.16] Requesting too much
- Replies: 6
- Views: 1851
Re: [Dominik] [for 0.16] Requesting too much
Placing a storage chest makes sense but doesn't work.
I have attached a save where placing a storage chest(there is one in your hand in the save) makes the robots take and put into the storage chest forever.
I have attached a save where placing a storage chest(there is one in your hand in the save) makes the robots take and put into the storage chest forever.
- Fri Aug 25, 2017 8:03 pm
- Forum: Modding help
- Topic: Help for noob with .print (or get_tiles?)
- Replies: 4
- Views: 1498
Re: Help for noob with .print (or get_tiles?)
I added some comments that explains what the code does. /c for chunk in game.surfaces[1].get_chunks() do --For all chunks in the map --x, y here is the top right position of the chunk local x = chunk.x*32 local y = chunk.y*32 --Print name of tile at position x, y local TileName = game.surfaces[1].ge...
- Fri Aug 25, 2017 7:50 pm
- Forum: Modding help
- Topic: Any math wizards out there?
- Replies: 5
- Views: 1428
Re: Any math wizards out there?
http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.get_pollution Pollution is the same per chunk so the below code should give the total amount of pollution for the default surface(nauvis) /c local totalPollution = 0 for chunk in game.surfaces.nauvis.get_chunks() do totalPollution = tota...
- Thu Aug 17, 2017 8:23 pm
- Forum: Not a bug
- Topic: [Dominik] [for 0.16] Requesting too much
- Replies: 6
- Views: 1851
[Dominik] [for 0.16] Requesting too much
Requesting more than there is space for in a chest doesn't work correctly. The expected behavior is for the bots to fill the chest up with the item and then not have any robots hover over the chest with more items. This is also how it works in 0.14. In 0.15 The chest will be filled up and then addit...
- Tue Aug 15, 2017 10:50 pm
- Forum: Minor issues
- Topic: [0.15.33] Bots going too fast
- Replies: 1
- Views: 1209
[0.15.33] Bots going too fast
Not sure if it's between chunk borders, but it seems like bots move twice the distance they are supposed to when they move from a chunk to another. I tried to make a little video of it here but it's very subtle so i am not sure if it's visible. http://i.imgur.com/zO2ivxh.gif Save attached where the ...
- Thu Jul 13, 2017 11:20 pm
- Forum: Modding help
- Topic: [Resolved] MOD Error
- Replies: 8
- Views: 2177
Re: MOD Error
Made it throw an error and this is the log. 0.001 2017-07-14 01:14:57; Factorio 0.15.29 (build 30708, win64, alpha) 0.001 Operating system: Windows 10 (version 1607) 0.001 Program arguments: "C:\Users\xx\Desktop\Fix random stuff\Factorio_0.13.15\bin\x64\factorio.exe" 0.001 Read data path: ...
- Thu Jul 13, 2017 10:59 pm
- Forum: Modding help
- Topic: [Resolved] MOD Error
- Replies: 8
- Views: 2177
Re: MOD Error
This is very wierd. It seems like the game is returning an invalid tile but that shouldn't be possible. surface.get_tile(pos.x, pos.y).name -- this line throws an error because the tile isn't valid Maybe i am wrong but it seems like a game error. Is the tile it wants in an unexplored chunk? It's no...
- Thu Jul 13, 2017 10:43 pm
- Forum: Modding help
- Topic: [Resolved] MOD Error
- Replies: 8
- Views: 2177
Re: MOD Error
This is very wierd. It seems like the game is returning an invalid tile but that shouldn't be possible.
Maybe i am wrong but it seems like a game error.
Code: Select all
surface.get_tile(pos.x, pos.y).name -- this line throws an error because the tile isn't valid
- Tue Jul 11, 2017 10:21 pm
- Forum: Modding help
- Topic: [RESOLVED] data.raw help?...
- Replies: 2
- Views: 1261
Re: data.raw help?...
The problem is with this line: data.raw["transport-belt"]["express-transport-belt"]["ending_patch"].hr_version.filename = "__TTL__/graphics/entity/fast/transport-belt/hr-fast-transport-belt.png" Because the code for the table ending_patch looks like this: { sh...
- Tue Jun 27, 2017 11:04 pm
- Forum: Mods
- Topic: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS
- Replies: 45
- Views: 21777
Re: [MOD 0.15.x] Global Tick Time Scale for 120hz displays
Someone finally made this mod!
Haven't tried it yet but this will also solve the issue of slow mega bases. If your base runs at ~20 ups then this mod can change the default game update rate to 20 which will make the game run at normal speed.
BTW looked at the code and it looks really nice
Haven't tried it yet but this will also solve the issue of slow mega bases. If your base runs at ~20 ups then this mod can change the default game update rate to 20 which will make the game run at normal speed.
BTW looked at the code and it looks really nice
- Fri May 26, 2017 12:08 pm
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 18241
Re: Version 0.15.14
Optimised beacon update times which helps especially when the power is not full and it fluctuates. Electric network info window shows all connected entities in the list and the graph even when they have 0 consuption/production. This means, that the count of entities connected to the network is show...
- Tue May 23, 2017 12:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [15.12] Electric miner inserts ore into a moving car
- Replies: 12
- Views: 5348
Re: [15.12] Electric miner inserts ore into a moving car
Sweet this means item teleportation is part of the base gamekovarex wrote:This clearly isn't a bug.
- Sat May 06, 2017 6:43 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307378
Re: [MOD 0.15.x] WaiTex 1.2.3: A HD Texture Pack
Nope. It only replaces the textures that doesn't have an HD option.yoh1612 wrote:So does this mod replaces the new textures from 0.15 version?
- Thu Apr 27, 2017 1:59 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307378
Re: [MOD 0.15.x] WaiTex 1.2.2: A HD Texture Pack
This version fixes the startup crash. As others have stated the problem wouldn't occur of you used the high texture quality before installing WaiTex which i did. If you haven't already then go into options/Graphics/Sprite resolution and set it to high. Factorio 0.15.3 should do that by itself if yo...
- Thu Apr 27, 2017 11:28 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307378
Re: [MOD 0.15.x] WaiTex 1.2.2: A HD Texture Pack
This version fixes the startup crash. As others have stated the problem wouldn't occur of you used the high texture quality before installing WaiTex which i did. If you haven't already then go into options/Graphics/Sprite resolution and set it to high. Factorio 0.15.3 should do that by itself if yo...
- Thu Apr 27, 2017 10:16 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307378
Re: [MOD 0.15.x] WaiTex 1.2.2: A HD Texture Pack
This version fixes the startup crash. As others have stated the problem wouldn't occur of you used the high texture quality before installing WaiTex which i did. If you haven't already then go into options/Graphics/Sprite resolution and set it to high. Factorio 0.15.3 should do that by itself if you...
- Wed Apr 26, 2017 6:25 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307378
Re: [MOD 0.15.x] WaiTex 1.2.1: A HD Texture Pack
Odd i don't get that error.Adventurer wrote:Throws an error on startup about coal.
What version of factorio and do you use? Do you have any other mods installed(if so list them here)?
- Wed Apr 26, 2017 5:24 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307378
Re: [MOD 0.15.x] WaiTex 1.2.1: A HD Texture Pack
Version 1.2.1 Added support for built in high res textures. Waitex textures will not be used if there is a high res texture instead. Full version: https://github.com/TheAIBot/WaiTex/releases/download/1.2.1-Full/WaiTex_Full_1.2.1.zip There won't be a version with less vram usage as that's already twe...