Search found 582 matches
- Sun Jul 21, 2019 2:05 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168957
Re: Friday Facts #304 - Small bugs; Big changes
also reika the second you mentioned minecraft i lost interest in your post. im kinda sick of people saying minecraft is similar to factorio when it clear not and i kinda ignore people when mention it or speak about I am not going to derail this discussion with a separate debate, but modded Minecraf...
- Sun Jul 21, 2019 1:28 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168957
Re: Friday Facts #304 - Small bugs; Big changes
Agreed.Trebor wrote: βSun Jul 21, 2019 1:18 amI think this would really help new players.FuryoftheStars wrote: βSat Jul 20, 2019 10:31 pmActually, as I think about this some, if there was a recipe that was a 2 out, but before oil so it can be better visualized, this may help.
- Sun Jul 21, 2019 1:03 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168957
Re: Friday Facts #304 - Small bugs; Big changes
If new player are'nt head strong enough to understand what to do with the old oil setup then they will never understand the logistical system or even train signal placement. That is another point I have sort of been refraining from making. You - ie the developers of Factorio - appear to wish to low...
- Sat Jul 20, 2019 6:03 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168957
Re: Friday Facts #304 - Small bugs; Big changes
I am commenting here again to give unambiguous support for the idea - originally from MrGrimm - to make the basic oil processing produce only heavy oil and have the player also have access to some form of cracking - current or "basic" - to get the other products, slowly and inefficiently. ...
- Sat Jul 20, 2019 2:07 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168957
Re: Friday Facts #304 - Small bugs; Big changes
I'm not sure that this would have the effect you hope. Many players, especially new, don't think in terms of efficiency, but rather what's easier. And what's easier? Setting up more pump jacks and copy/pasting their existing basic setup, or upgrading to the complexities of advanced oil (which would...
- Fri Jul 19, 2019 6:41 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168957
Re: Friday Facts #304 - Small bugs; Big changes
Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for playe...
- Fri Jul 19, 2019 6:39 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168957
Re: Friday Facts #304 - Small bugs; Big changes
On the oil change: The refinery now looks weird with new basic processing, it looks impractically big. It would be better to have 2 refineries: a basic one and advanced one. The former should be small and it should have a flare stack, while an advanced one shouldn't have a flare stack, but otherwis...
- Thu Jul 11, 2019 2:57 pm
- Forum: Pending
- Topic: Current update 404s on downloading, corrupts temp folder
- Replies: 2
- Views: 624
Re: Current update 404s on downloading, corrupts temp folder
Hello, Factorio wasn't able to remove the temp folder upon start? Can you provide a log file of how it fails if it happens so? Does the attached log not contain that? Also, this issue has resolved itself - probably because the 404 no longer happens - making it impossible to get another log. However...
- Wed Jul 10, 2019 9:50 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Your prototype doesnt have movement_slow_down_factor set to 0, set that to stop the movement, as seen in the example prototype. Your prototype does not display the "expanding" that you describe. Here are the changes I made which make it work perfectly (mostly just getting it to load with ...
- Wed Jul 10, 2019 9:10 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Can you post the prototype? Here it is: local function createCloudVariant(name, size, duration, damage, speed) local ret = { type = "smoke-with-trigger", name = "fallout-" .. name, flags = {"placeable-off-grid", "not-on-map"}, show_when_smoke_off = true, anim...
- Wed Jul 10, 2019 8:59 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Okay, if it's functionally the same all is well and the issue is solved, that's great! I have said TWICE now that this is not the case. Here, I have a video too: https://i.imgur.com/ULlp4gq.mp4 See how they always grow out from the center and some (like the second one in the GIF) start with some sm...
- Wed Jul 10, 2019 8:39 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
I have explicitly stated that smoke-with-trigger is not working fully either. The smoke both grows from center and often has some initial lateral motion (which eventually stops). I need something with, ideally, a fade-in, but at least a completely static "pop in". I have explicitly stated...
- Wed Jul 10, 2019 5:40 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Smoke has a variant that deals damage, or rather does something ontick, just look at poison capsules. Yes, that is the smoke-with-trigger being discussed. Okay, so do you still need this request if smoke with trigger already works for you? I have explicitly stated that smoke-with-trigger is not wor...
- Wed Jul 10, 2019 4:13 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Yes, that is the smoke-with-trigger being discussed.Ranakastrasz wrote: βWed Jul 10, 2019 3:19 pmSmoke has a variant that deals damage, or rather does something ontick, just look at poison capsules.
- Wed Jul 10, 2019 3:12 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
There is fade_in_duration on fire prototype already. Setting it to 0 will make it not rise. That was the first thing I tried. It still rises. If you don't need it to deal damage, or to use any special behavior of the fire entity (like it's unique "rising flames" animation, lol), using tri...
- Tue Jul 09, 2019 6:17 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
- Tue Jul 09, 2019 3:56 pm
- Forum: Already exists
- Topic: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
- Replies: 18
- Views: 3208
Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Fire-type entities appear to have, in Klonan's words, "some weird hardcoded movement of the explosion". That is, the fire always "rises up out of the ground", mushroom-cloud style, which for entities which are not supposed to represent fire looks very silly. https://i.imgur.com/s...
- Thu Jul 04, 2019 3:57 pm
- Forum: Pending
- Topic: Current update 404s on downloading, corrupts temp folder
- Replies: 2
- Views: 624
Current update 404s on downloading, corrupts temp folder
Here is the log file with the 404 near the end: https://pastebin.com/zxgzNYqd And when this happens, the "temp" folder in the Factorio Appdata folder becomes corrupted and needs to be deleted with filetable editors. Namely it stops being visible in Explorer or via command prompt, but confl...
- Sat Jun 29, 2019 5:18 pm
- Forum: Modding help
- Topic: Pipe connectivity to script-created entities is inconsistent
- Replies: 2
- Views: 326
Re: Pipe connectivity to script-created entities is inconsistent
That issue is from over a year ago. 0.17 has different connection logic for overlapping connections. The overlapping pipe connections used to not be save/load stable in 0.16 and earlier, but are in 0.17. Is the problem still present in 0.17? Yes. And the issue has nothing to do with save-load, but ...
- Sat Jun 29, 2019 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Remove health bar status for rocks
- Replies: 11
- Views: 2145
Re: Remove health bar status for rocks
No, that is vanilla. And I have a mod that lets you rapidly repair both trees and rocks, in the case of the latter pollution and fire damage as well as simple health.SuicideJunkie wrote: βSat Jun 29, 2019 2:06 pmIt might just be a mod I'm using, but don't living trees slowly regenerate health so the bar goes away over time?