Search found 349 matches
- 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...
- 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.
I should really use dropbox to make the process easier...
Will do at some point.
- 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 ...
- 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
- 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 ?
- 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
Well i'm gonna try and see how it works, if it's working the way I want, i'll update Industrio
- Mon Sep 30, 2013 2:56 pm
- Forum: Modding help
- Topic: fast_replaceable_group
- Replies: 8
- Views: 4657
Re: fast_replaceable_group
Where do I put this code ?rk84 wrote:Code: Select all
data.raw.wall.wall.fast_replaceable_group = "walls"
- 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.
- 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...
- 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 ?
Where we could talk with devs and other players.
What do you think ?
- 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)
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 resourcesslpwnd wrote:Actually I think it simplifies things in a sense that you can get away with smaller solar panel / accumulator fields.
- 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.
- 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
If so, how do I do that exactly in my mod ?
Thanks
- 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 ...
- Mon Sep 30, 2013 8:38 am
- Forum: General discussion
- Topic: [Poll] How should the enemies be called?
- Replies: 75
- Views: 27306
- 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.
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.
- 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 ?
Want a screenshot ?
- 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
I like to over-complicate things and I fear this might make me over-complicate even more
- 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, ...
- 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...