Search found 349 matches

by Nirahiel
Mon Sep 30, 2013 7:05 pm
Forum: Ideas and Suggestions
Topic: Circle collision box for drops instead of a square.
Replies: 7
Views: 9231

Re: Circle collision box for drops instead of a square.

Give priority to items coming from the top then, or in general, if a belt is coming from the side of another one, the merging belt have less priority than the main one ? :) Like, there is a small invisible wall that pops on the (in this case right, looking from the direction of the items, or left if...
by Nirahiel
Mon Sep 30, 2013 6:40 pm
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 65517

Re: [MOD 0.7.0] Industrio V0.2.1

Whoops, reuploaded the Industrio zip file, I edited the changelog without uploading it :)
I should really use dropbox to make the process easier...
Will do at some point.
by Nirahiel
Mon Sep 30, 2013 6:26 pm
Forum: Ideas and Suggestions
Topic: Circle collision box for drops instead of a square.
Replies: 7
Views: 9231

Re: Circle collision box for drops instead of a square.

It will fix it, but you have calculate with radius it eats much more CPU. And it changes the gameplay completely cause when the items jam and there is nothing on the other side of the belt, some items would be pressed to that side. Not necessarily, cause the belts push the items outwards naturally ...
by Nirahiel
Mon Sep 30, 2013 6:09 pm
Forum: Ideas and Suggestions
Topic: Official IRC?
Replies: 4
Views: 5494

Re: Official IRC?

I already asked something similar here : https://forums.factorio.com/forum/vie ... f=6&t=1344
by Nirahiel
Mon Sep 30, 2013 3:46 pm
Forum: Implemented mod requests
Topic: car.teleport()
Replies: 18
Views: 8567

Re: car.teleport()

Where does that road come from ?
by Nirahiel
Mon Sep 30, 2013 3:34 pm
Forum: Modding help
Topic: fast_replaceable_group
Replies: 8
Views: 4657

Re: fast_replaceable_group

Okay :)
Well i'm gonna try and see how it works, if it's working the way I want, i'll update Industrio :)
by Nirahiel
Mon Sep 30, 2013 2:56 pm
Forum: Modding help
Topic: fast_replaceable_group
Replies: 8
Views: 4657

Re: fast_replaceable_group

rk84 wrote:

Code: Select all

data.raw.wall.wall.fast_replaceable_group = "walls"
Where do I put this code ? :)
by Nirahiel
Mon Sep 30, 2013 2:27 pm
Forum: Modding help
Topic: fast_replaceable_group
Replies: 8
Views: 4657

Re: fast_replaceable_group

Yeah and you don't get it, i want to put it for vanilla walls as well.
by Nirahiel
Mon Sep 30, 2013 1:55 pm
Forum: Ideas and Suggestions
Topic: Crafting Queue Upgrades
Replies: 18
Views: 15877

Re: Crafting Queue Upgrades

I think there should at least be two different priorities for the crafting queue. If you're making something that takes a while, but you don't need enough to warrant building a production line for it, then you need to make a little of something else. You have to cancel everything then redo the whol...
by Nirahiel
Mon Sep 30, 2013 12:40 pm
Forum: Implemented Suggestions
Topic: Factorio tchat
Replies: 0
Views: 3772

Factorio tchat

Hi, i think i would be great to have some sort of tchat for the game.
Where we could talk with devs and other players.
What do you think ?
by Nirahiel
Mon Sep 30, 2013 10:54 am
Forum: Mods
Topic: [MOD 0.6.x] Solar Expansion v0.3.1 (Merging with Industrio)
Replies: 21
Views: 22406

Re: [MOD 0.6.x] Solar Expansion v0.3.1 (Realism Update)

slpwnd wrote:Actually I think it simplifies things in a sense that you can get away with smaller solar panel / accumulator fields.
That's the thing, I'll still want to make huge / badass looking fields, so i'll have to setup more production lines, and gather more resources :)
by Nirahiel
Mon Sep 30, 2013 10:46 am
Forum: Ideas and Suggestions
Topic: Crafting Queue Upgrades
Replies: 18
Views: 15877

Re: Crafting Queue Upgrades

Shift click is already used to craft as much as you can.
by Nirahiel
Mon Sep 30, 2013 9:56 am
Forum: Modding help
Topic: fast_replaceable_group
Replies: 8
Views: 4657

fast_replaceable_group

Hi, I'd like to know if there is a way to add a fast_replaceable_group = "whatever" to any existing entity ingame ?
If so, how do I do that exactly in my mod ?
Thanks :)
by Nirahiel
Mon Sep 30, 2013 9:39 am
Forum: Ideas and Suggestions
Topic: Circle collision box for drops instead of a square.
Replies: 7
Views: 9231

Circle collision box for drops instead of a square.

Since a small picture is better than a thousand words, here is one : Belts.png Currently, the items have a square collision box. That means when they arrive in a belt, all nicely compacted, when red turns left, blue has to wait until red is completely gone to start to go up, and when it's on top of ...
by Nirahiel
Mon Sep 30, 2013 8:37 am
Forum: Ideas and Suggestions
Topic: Crafting Queue Upgrades
Replies: 18
Views: 15877

Re: Crafting Queue Upgrades

Yeah, or build a factory to craft all that stuff for you :)
Player crafting should be limited to stuff you can't automate yet, or don't need to. If you order 2k transport belts, 2k inserters etc ... make a production line.
by Nirahiel
Mon Sep 30, 2013 8:36 am
Forum: Won't implement
Topic: Item groups
Replies: 4
Views: 3229

Re: Item groups

ssilk what I meant is, i made 2 new walls that have different textures, and they connect to the regular walls. And it looks meh.
Want a screenshot ?
by Nirahiel
Sun Sep 29, 2013 11:09 pm
Forum: Mods
Topic: [MOD 0.6.x] Solar Expansion v0.3.1 (Merging with Industrio)
Replies: 21
Views: 22406

Re: [MOD 0.6.x] Solar Expansion v0.3.1 (Realism Update)

I was thinking about getting that mod. But I'm not sure if I should.
I like to over-complicate things and I fear this might make me over-complicate even more :|
by Nirahiel
Sun Sep 29, 2013 11:07 pm
Forum: Ideas and Suggestions
Topic: Start and stop supply in the logistic robots
Replies: 9
Views: 10839

Re: Start and stop supply in the logistic robots

The only problem would be the localilty. Well, not really. You can leave cables for local stuff, they are fine. Also check minecraft's mod Logistic Pipes, they are awesome, and can give you some pretty cool ideas. Actually, if you want, I can be the one who redesigns the logistics system entirely, ...
by Nirahiel
Sun Sep 29, 2013 11:03 pm
Forum: Resolved Problems and Bugs
Topic: Furnace bug
Replies: 1
Views: 1178

Furnace bug

I found a bug with the furnace. How to reproduce : Place a furnace and an inserter to put items in. The furnace has never been used, so the fuel bar is empty. Put down some coal for the inserter to pick up, they go in the furnace, but the fuel bar is still empty. Put 1 stone. It's picked up by the i...

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