Search found 214 matches
- Thu Nov 21, 2019 6:41 pm
- Forum: Modding help
- Topic: expected to close at line 108 ?
- Replies: 5
- Views: 1175
Re: expected to close at line 108 ?
I looked at your code, and the first place I would look at lines 82-87, specifically the highlighted part: ... } }, vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 }, { line 108 type = "projectile", ammo_category = "cannon-shell"...
- Fri Nov 15, 2019 9:04 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 29683
Re: Friday Facts #321 - Countdown
Grads on setting the official release date, announcing it to the world. This in it self is a great marketing, as well as actual release date. Will there be an interim versions 0.18.xx, between 0.17.xx and 1.0? I do have several questions about the picture in the FF321. The refinery ... what is it ou...
- Sat Nov 09, 2019 9:23 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 61765
Re: Friday Facts #320 - Color correction
Some like the color changes, some don't. Also everyone has different settings on their displays as well is different hardware. Personally on my system, for example, I like the orange trees, but dislike the blue ones in the new color. How about having an control under graphics configuration options t...
- Mon Nov 04, 2019 5:53 pm
- Forum: Modding help
- Topic: How to change a prototype value in terms of mod settings
- Replies: 8
- Views: 1876
Re: How to change a prototype value in terms of mod settings
I have several mods with practical examples, where settings file is read, and based on the settings the entity, recipe, or technology costs are dynamically defined in data.lua. The ones which best demonstrate it would be my manufacturing, electrical, and mining mods. https://mods.factorio.com/mod/Hi...
- Thu Oct 24, 2019 8:00 pm
- Forum: Modding help
- Topic: How to find out which mod causes performance problems?
- Replies: 9
- Views: 2823
Re: How to find out which mod causes performance problems?
One way would be to bring the information up. Than hit the PrtScrn button on the keyboard, that loads up your current display into the computer's buffer. Load any type of a paint program. For this I use PC-Paint, and click paste. The final step is to save the file. https://www.wikihow.com/Use-Print...
- Tue Oct 22, 2019 8:00 pm
- Forum: Modding help
- Topic: How to find out which mod causes performance problems?
- Replies: 9
- Views: 2823
Re: How to find out which mod causes performance problems?
One way would be to bring the information up. Than hit the PrtScrn button on the keyboard, that loads up your current display into the computer's buffer. Load any type of a paint program. For this I use PC-Paint, and click paste. The final step is to save the file. https://www.wikihow.com/Use-Print-...
- Sat Oct 12, 2019 6:30 pm
- Forum: Modding help
- Topic: How to find out which mod causes performance problems?
- Replies: 9
- Views: 2823
Re: How to find out which mod causes performance problems?
A good start would be, under default keyboard assignments, press F4, the check the box "Show Time Usage". Then press F4 again. On the left part of your screen you will see text, and under a line "script-update" will be a list of mods and how much computing resources they use. Hil...
- Wed Oct 09, 2019 7:54 pm
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 30377
Re: Version 0.17.69
My recommendation is get a PC. No more nanny rules from the manufacturer about what you can or can not load on it; and you can get a screw driver open the case and replace or fix components, spending way less then trying to fix an electronic device with an Apple logo, at an licensed business. Apple,...
- Mon Sep 30, 2019 7:24 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 40249
Re: Friday Facts #314 - 0.17 stable
I just want to say your Assesment of World of Warcraft analogy of "LFG" is horrifically wrong. ... Round Wheels were a bad idea, because before they were made people were healthier as they had to walk around everywhere and they "Treasured" their small adventures to the outside w...
- Fri Sep 27, 2019 9:36 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 40249
Re: Friday Facts #314 - 0.17 stable
I think this is a very introspective post, and have several observations based on my experience when I worked in IT, and also the large number of different types of games I have played. I think what you are intending to do, working on several features concurrently, with each feature, in a different ...
- Wed Sep 25, 2019 4:30 pm
- Forum: News
- Topic: Factorio version 0.17 - Now stable
- Replies: 33
- Views: 16729
Re: Factorio version 0.17 - Now stable
Congratulations!
Hiladdar
Hiladdar
- Sat Sep 21, 2019 6:30 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 22197
Re: Friday Facts #313 - Light at the end of the bug tunnel
„Professional game journalism“ a contradiction in term. Several other contradictory terms: Military Intelligence Light Infantry Friendly Fire Smart Technology Just In Time Logistics Easy Workout Sorry, but those just came to mind. I really like it and I'll be adding it to my list of contradictory t...
- Sat Sep 14, 2019 9:07 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 54436
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
The land fill is OK by me. My recommendation is to have an option in the set up to let the player choose if the land fill will be just plain dirt or seeded grass. In this case the default should be grass. Regarding the pipes. I never had an issue with the 0.16 if fluids got mixed up due to my bad de...
- Sun Sep 01, 2019 7:39 pm
- Forum: Modding help
- Topic: How can I create a sprite for a new entity?
- Replies: 2
- Views: 855
Re: How can I create a sprite for a new entity?
Hi, There are some excellent examples of sprites within the Factorio itself. Just take a look at where Factorio is installed, ../base/graphics. There are several folders full of graphics used within the game. The other thing you can do is download some mods which include graphics and take a look at ...
- Thu Aug 29, 2019 12:12 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 92511
Re: Friday Facts #309 - Controversial opinions
Twinsen, To address your thoughts on blueprints. I understand your reasoning behind wishing to only have blueprints as a MODed feature, allowing (especially a new player) To stamp down a whole factory from a blueprint (I've seen such blueprint books) Defeats the whole point to Factorio. I think thi...
- Sun Aug 25, 2019 6:13 pm
- Forum: Modding help
- Topic: container
- Replies: 3
- Views: 806
Re: container
I've not tried to rotate containers in mod yet, but when there is rotation for some sort of entity, there is png graphics file with 4 images, one for each cardinal, in addition to the appropriate definition within the .lua file.
Hiladdar
Hiladdar
- Sun Aug 25, 2019 6:10 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 92511
Re: Friday Facts #309 - Biter Eco activists
I'm a relatively new (about 100 hours playtime) player to Factorio. Just wanted to leave my point of view. ... I think that the biters aggressiveness should increase with the amount of pollution they absorb. Currently the biters just evolve faster if they absorb pollution, so it becomes harder to f...
- Sun Aug 25, 2019 6:03 pm
- Forum: Releases
- Topic: Version 0.17.66
- Replies: 12
- Views: 15444
Re: Version 0.17.66
Since I write and maintain my mods, I set up my PC with 3 separate installs of Factorio as: ../dev/*.* ../stable/*.* ../experimental/*.* I also have 3 separate icons one per install. The disadvantage is when I need to patch a new version, I may have to do it between 2 and 3 times. But the advantage ...
- Fri Aug 23, 2019 8:18 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 92511
Re: Friday Facts #309 - Controversial opinions
First off, none of proposed changes come anywhere close to the controversy of the oil changes in 305. The closest one is the changes to blueprints. Here are my comments regarding the proposed changes. Inserter chasing items: Yes do it. It should be a UPS improve! Blue prints: Keep as is, do not chan...
- Thu Aug 22, 2019 7:26 pm
- Forum: Not a bug
- Topic: Character Logistics Slots
- Replies: 3
- Views: 1237
Re: Character Logistics Slots
Thanks for the reply.
Hiladdar
Hiladdar