Search found 237 matches

by MakeItGraphic
Mon Mar 23, 2020 8:18 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90014

Re: Friday Facts #339 - Beacon HR + Redesign process

A frame of animation from the beacon in Factorio 0.6, for historical perspective: basic-beacon.png The return to electrical arcs (blue here, across the top and somewhat in the middle) is an interesting cycle of design iteration. That was the 0.1.0 - 0.5.3 lab graphic. It was put on beacons when the...
by MakeItGraphic
Sun Mar 22, 2020 6:53 pm
Forum: Ideas and Suggestions
Topic: Add more devices to Circuit network
Replies: 16
Views: 3759

Re: Add more devices to Circuit network

positive wrote:
Sun Mar 22, 2020 12:26 pm
Hi,

thank you for your answer. I'll try it. Do you have any idea how to get the exact date time in the game and then to react to specific the time ? Is it possible at all?

Thanks
I use clockwork and timetools for this. clockwork allows the time to be modified
by MakeItGraphic
Sun Mar 22, 2020 3:22 am
Forum: Releases
Topic: Version 0.18.15
Replies: 17
Views: 13810

Re: Version 0.18.15

I found that Factorio put al lot of load to CPU even when in pause mode on the Mac OS Catalina 10.15.3 Running Factorio also puts heavy load on a MacBook Pro, a pretty advanced machine thought Usually just zoom in as far as possible and pausing helps lower CPU usage while paused. If you look at the...
by MakeItGraphic
Sat Mar 21, 2020 12:13 am
Forum: Releases
Topic: Version 0.18.15
Replies: 17
Views: 13810

Re: Version 0.18.15

brunzenstein wrote:
Fri Mar 20, 2020 6:06 pm
I found that Factorio put al lot of load to CPU even when in pause mode on the Mac OS Catalina 10.15.3
Running Factorio also puts heavy load on a MacBook Pro, a pretty advanced machine thought

Usually just zoom in as far as possible and pausing helps lower CPU usage while paused.
by MakeItGraphic
Fri Mar 20, 2020 2:21 am
Forum: Not a bug
Topic: [0.15.12] Aliens attacks trees
Replies: 6
Views: 2014

Re: [0.15.12] Aliens attacks trees

If possible, I'll try and make a save the next time I catch it happening. This has been classified as normal behavior and is not considered a bug. More data is not necessary. what? (without citation your reply has no weight as per the comments in thread) >from dev above: sometimes it's normal. I wo...
by MakeItGraphic
Mon Mar 16, 2020 12:29 pm
Forum: Ideas and Requests For Mods
Topic: Delivery drones mod
Replies: 10
Views: 3482

Re: Delivery drones mod

Welp that sucks, you can port it to .17 but it does give error. DDM_Error.PNG - Remove Flag DDM_Error002.PNG - this is where it stumps me reading tf_util.lua and make_request_recipes.lua RIP I was mainly interested in this mod because I've actually designed similar concepts on paper but can't get my...
by MakeItGraphic
Sun Mar 15, 2020 4:47 pm
Forum: Ideas and Requests For Mods
Topic: Delivery drones mod
Replies: 10
Views: 3482

Re: Delivery drones mod

Klonan wrote:
Sun Mar 15, 2020 2:23 pm
Ok I made a mod:

https://mods.factorio.com/mod/Transport_Drones
Amazing, any hope for a version on the stable release?
by MakeItGraphic
Fri Mar 13, 2020 5:46 am
Forum: Technical Help
Topic: [0.17.79] Crash on save: "Error Pump.cpp:165:...would result in save/load instability"
Replies: 1
Views: 571

[0.17.79] Crash on save: "Error Pump.cpp:165:...would result in save/load instability"

This was all on my local disk, was just playing around with electric network. Thought I disabled autosave, welp it's off now Saving to _autosave2 (blocking). 4262.187 Verbose Scenario.cpp:835: Saving game as C:\Users\MiG\Games\Factorio\saves/_autosave2 Factorio crashed. Generating symbolized stacktr...
by MakeItGraphic
Fri Mar 13, 2020 3:53 am
Forum: Ideas and Requests For Mods
Topic: [Request] Small, circuit-wire-only power poles.
Replies: 11
Views: 2994

Re: [Request] Small, circuit-wire-only power poles.

I was able to sit down just now and play with this a bit. At first it seemed like the same thing as an electric pole only tinier. - auto-draws connections So this was just a conflict with 'Lighted Electric Poles +' https://mods.factorio.com/mods/Optera/LightedPolesPlus It is kind of interesting, if ...
by MakeItGraphic
Fri Mar 13, 2020 1:48 am
Forum: Ideas and Requests For Mods
Topic: [Request] Small, circuit-wire-only power poles.
Replies: 11
Views: 2994

Re: [Request] Small, circuit-wire-only power poles.

I agree with this request. Why not https://mods.factorio.com/mod/ConnectionBox ? Yeah not sure why I didn't look there for an updated file. I tried modifying the info json with no luck and then posted the reply. Thanks for pointing me in the right direction, the new graphics look a lot better too!
by MakeItGraphic
Thu Mar 12, 2020 6:13 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Small, circuit-wire-only power poles.
Replies: 11
Views: 2994

Re: [Request] Small, circuit-wire-only power poles.

I agree with this request. You don't need copper wires for electric poles to read circuit network contents. And the auto-connect electric poles is annoying when trying to manage where power is and just creates clutter. I know you can remove all wires but its tedious after awhile, then you have the n...
by MakeItGraphic
Fri Mar 06, 2020 8:16 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 29325

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

just sounds like you want to rush I mean, it's only been seven years. As a modder I look forward to the game being stable and the end of feature drift. Yeah and I understood that viewpoint, I was just comparing the release cycle to the previous ones. aha no doubt, I think you speak for the majority...
by MakeItGraphic
Fri Mar 06, 2020 7:53 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 29325

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

Given that, and the relatively short timeframe for 1.0 release, the update of the statistics GUI has really just been a style update, no new features or heavy logic rewriting. Does this mean we will be losing out on a lot of potential features for other interfaces as well? Stating a short time fram...
by MakeItGraphic
Fri Mar 06, 2020 6:33 pm
Forum: Technical Help
Topic: Save Game
Replies: 4
Views: 1133

Re: Save Game

Simplest option is probably to just use the .zip version. That version will store your mods and saves within subdirectories and is fully self contained and portable, so you can run it from another drive (or even a usb stick). I do use that version :) but running internal vs external is just a lot m...
by MakeItGraphic
Fri Mar 06, 2020 12:09 am
Forum: Technical Help
Topic: Save Game
Replies: 4
Views: 1133

Re: Save Game

magmalive wrote:
Thu Mar 05, 2020 6:44 pm
You can use
"use-system-read-write-data-directories=false" in config-path.cfg, this is what the ZIP contains, then the saves are stored in a folder "saves" in your Factorio-folder.
All right, thanks I'll try and figure that out!
by MakeItGraphic
Thu Mar 05, 2020 9:52 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Tree Brush
Replies: 7
Views: 2751

Re: [Request] Tree Brush

Does this randomize the tree type when placed? Trying to figure out to make forest. From Various-Maps: u6ry7x6f8ko21.jpg ojq9rswfo1j21.png 833ihp4nqtl31.jpg Current-Map: Generated_Trees001.PNG Generated_Trees003.PNG Generated_Trees002.PNG Generated_Trees004.PNG Hand-Crafted: Dragging them is the fas...
by MakeItGraphic
Thu Mar 05, 2020 5:09 pm
Forum: Technical Help
Topic: Save Game
Replies: 4
Views: 1133

Save Game

Hello, My computer resets its image on reboot which is usually fine however lately it randomly goes into standby while on DC without the ability to recover resulting in loss of save data. Is there any parameters to change the save directory, not listed on the site? (https://wiki.factorio.com/Command...
by MakeItGraphic
Sat Feb 29, 2020 10:56 pm
Forum: Mods
Topic: Indestructible Designs (0.17-.0.18)
Replies: 0
Views: 612

Indestructible Designs (0.17-.0.18)

Mod Portal: https://mods.factorio.com/mod/indestructible-designs IndestructibleDesigns.png Make walls indestructible! (is configurable in settings. Other entities to be added.) - Worry less about the eminent biter threat, focus on designing your factory, and testing military strategies without repr...
by MakeItGraphic
Sat Feb 29, 2020 8:43 pm
Forum: Gameplay Help
Topic: Entity Settings (map editor)
Replies: 3
Views: 1130

Re: Entity Settings (map editor)

3. I kind of figured out 3 in regards to modding, it doesn't answer for the map editor (but im assuming its just not possible, so modding), https://wiki.factorio.com/Prototype/SelectionTool I know it's fully possible to select a range of entities and set entity.destructible = false and vice versa en...

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