Search found 215 matches

by wvlad
Sat Jan 06, 2018 3:45 pm
Forum: Gameplay Help
Topic: Curcuits: how to compare two unknown signal types?
Replies: 6
Views: 2295

Curcuits: how to compare two unknown signal types?

I need to compare types, not amounts. E.g. 1st constant combinators sends Oil = 1, 2nd sends Gas = 1, result should be 0 E.g. 1st constant combinators sends Gas = 1, 2nd sends Gas = 1, result should be 1 I need this to be able to set signal type in a one place of blueprint so I don't need to change ...
by wvlad
Thu Jan 04, 2018 11:21 pm
Forum: Ideas and Suggestions
Topic: Removal of underground belt direction
Replies: 8
Views: 1773

Removal of underground belt direction

What the point of managing underground belt direction when there is a connected normal belt? The direction can be taken from the normal belt automatically. Additional benefits: 1. It also solves the issue that placing blueprinted UB in wrong order makes different direction. 2. Since rotation key is ...
by wvlad
Thu Jan 04, 2018 10:07 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt compression with corners in 0.15
Replies: 3
Views: 2521

Belt compression with corners in 0.15

Everyone knows about compression with underground belts but recently I found out that you can compress with corners. Was it already mentioned somewhere? I didn't check if it works in 0.16 because some required mods I use don't work there. https://content.screencast.com/users/wvlad/folders/Jing/media...
by wvlad
Wed Jan 03, 2018 4:19 pm
Forum: Logistic Train Network
Topic: LTN Test Map
Replies: 11
Views: 4821

Re: LTN Test Map

So... You are not going to upload it, aren't you?
by wvlad
Fri Dec 15, 2017 10:49 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 49131

Re: Friday Facts #221 - 0.16 is out

I expected belts to be compressed automatically with both inserters and side loading, I even didn't think that they could be "not compressed" until read about it. The belt compression is not intuitive mechanics, I imagine that noone actually designed it this way, it just happened that afte...
by wvlad
Mon Dec 11, 2017 11:06 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 65698

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

Yes, I would like a separate stationary cannon + a turret-wagon that can guard its train and rails from biters.
by wvlad
Wed Dec 06, 2017 1:57 am
Forum: Mods
Topic: [MOD 0.16 - 1.1] Portals
Replies: 46
Views: 20489

Re: [MOD 0.14 + 0.15] Portals

Right, table keys.

Both are misaligned but it's not always. I can't figure out what affects it. I "fixed" it temporarily by editing the script to make search area bigger but the visuals are still broken.
by wvlad
Tue Dec 05, 2017 11:10 pm
Forum: Mods
Topic: [MOD 0.16 - 1.1] Portals
Replies: 46
Views: 20489

Re: [MOD 0.14 + 0.15] Portals

1. Entities don't have id's. Some entity types can have a unit number but that's not an id I meant number of course. 2. Smoke can't have a unit number. I cant store something the entity doesn't have. Didn't know that. 3. Storing a unit number doesn't help much, if i want to find the entity associat...
by wvlad
Tue Dec 05, 2017 9:57 pm
Forum: Mods
Topic: [MOD 0.16 - 1.1] Portals
Replies: 46
Views: 20489

Re: [MOD 0.14 + 0.15] Portals

Here is the video of this bug https://www.dropbox.com/s/z7eipbcs3x666 ... 9.swf?dl=1

Expensive because you should not store entities at all, only their ids. This is how their serialization system works.
by wvlad
Tue Dec 05, 2017 6:57 pm
Forum: Mods
Topic: [MOD 0.16 - 1.1] Portals
Replies: 46
Views: 20489

Re: [MOD 0.14 + 0.15] Portals

Hi, there is a bug that sometimes causes animations from previous portals never being removed. I can't figure out the repro steps, it just happens. Could you look into this please?

May be don't search for animation each time and just store its entity id instead so that no strange things may happen.
by wvlad
Fri Dec 01, 2017 2:35 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 127218

Re: Friday Facts #191 - Gui improvements

I'm a newbie to Factorio but have been fighting with the hotbar/inventory UI a lot. Stuff like clicking on a filtered hotbar item to select that item and it not working because the game tries to place my existing different item into this filtered slot. And the filtered slot being empty even though ...
by wvlad
Wed Nov 15, 2017 12:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
Replies: 31
Views: 15167

Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions

Hah, I made the same - a "connector" pole with zero wire length so that it only connects nearby entities (solar panel with acc with turret) but not other poles.
by wvlad
Mon Oct 09, 2017 7:04 pm
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 105
Views: 137568

Re: Re-Enable Achievements...

The original proposed way didn't work for me but if after 6A D8 40 you search for 00 00 01 00 00 00 the next 01 bit will be what's need to be replaced with 00.
by wvlad
Sat Sep 02, 2017 7:37 am
Forum: Resolved Problems and Bugs
Topic: [0.15.34] Some ogg files cause crash
Replies: 8
Views: 4338

Re: [0.15.34] Some ogg files cause crash

Is it invalid if it's opened by most players? I don't think so.

Is there a way to verify the files on windows?
by wvlad
Wed Aug 30, 2017 7:45 am
Forum: Resolved Problems and Bugs
Topic: [0.15.34] Some ogg files cause crash
Replies: 8
Views: 4338

Re: [0.15.34] Some ogg files cause crash

No, I used AIMP converter to make them from mp3, they should be fine. The stack trace tells that the exception is thrown not by the codec but by factorio code.

I've found that everything works fine when I remove all tags from them. The tags support needs fixing.
by wvlad
Tue Aug 29, 2017 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.34] Some ogg files cause crash
Replies: 8
Views: 4338

[0.15.34] Some ogg files cause crash

for i=1,31 do data:extend( { { type = "ambient-sound", name = "FTL"..tostring(i), track_type = "main-track", sound = { filename = "__ambientjamsmod-tangerinemusiclabs__/FTL"..tostring(i)..".ogg" } } }) end f:\dd\vctools\crt\crtw32\stdcpp\xthrow.cpp ...
by wvlad
Sun Aug 06, 2017 5:20 am
Forum: Gameplay Help
Topic: Does exploring map increase biters expansion?
Replies: 6
Views: 2152

Re: Does exploring map increase biters expansion?

Interesting, so exploring large map is even profitable - because if they expand somewhere far away from you it won't affect you in any way.
by wvlad
Sun Aug 06, 2017 4:58 am
Forum: Gameplay Help
Topic: Does exploring map increase biters expansion?
Replies: 6
Views: 2152

Re: Does exploring map increase biters expansion?

I didn't know that. Where did you get this info? I thought the expansion cooldown is per-base.
by wvlad
Sat Aug 05, 2017 9:37 pm
Forum: Gameplay Help
Topic: Does exploring map increase biters expansion?
Replies: 6
Views: 2152

Re: Does exploring map increase biters expansion?

You can affect where they expand by exploring more of the map. This is what I'm talking about. Let's assume you have 10 spawners generated on explored map. Until you explore more of the map only those 10 will expand. So if you kill them and sit at the same place for long time and then decide to exp...
by wvlad
Sat Aug 05, 2017 8:45 pm
Forum: Gameplay Help
Topic: Does exploring map increase biters expansion?
Replies: 6
Views: 2152

Does exploring map increase biters expansion?

As I understand only biters existing on map will expand. So if I sit on same place and ignore radars they will not spawn and not expand outside of starting area because their map part will not be generated. Correct? If true, it seems to be very wrong from the point of honest game. Whether things hap...

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