Search found 100 matches

by Buggi
Mon Jan 25, 2016 12:26 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 68465

Re: [MOD 0.12.x]Train position and length fix

Excellent work! Now hopefully the dev's see how it should have been done in the first place.
by Buggi
Thu Jan 21, 2016 6:06 am
Forum: Bob's mods
Topic: Wood
Replies: 11
Views: 26778

Re: Wood

Yeah, I really dug through the treefarm code and there is very little that can be done to optimize the backend. The fact it has to scan the farm to check for trees that need to grow, plant seeds, or harvest is kind of intensive. Currently it has a 60 tick delay on any sort of processing it does. The...
by Buggi
Thu Jan 21, 2016 6:00 am
Forum: Bob's mods
Topic: Does a master flow-chart exist?
Replies: 6
Views: 23267

Re: Does a master flow-chart exist?

Yeah, I took a look at the source code for Foreman, pretty efficient coding! Glad they used C#.
by Buggi
Thu Jan 21, 2016 12:29 am
Forum: Mods
Topic: 12.20+ TreeFarm Lite
Replies: 37
Views: 48836

Re: 12.20 Dytech and TreeFarm Lite

There was a bit more script debugging than just setting stuff to script.on_...
by Buggi
Thu Jan 21, 2016 12:28 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94533

Re: Treefarm Download

Actually there was a little more scripting involved than just simple renaming things. You might run into further script errors.

I have a fully working and tested updated version here:
https://forums.factorio.com/forum/vie ... 20&t=18870
by Buggi
Mon Jan 18, 2016 4:41 am
Forum: Mods
Topic: 12.20+ TreeFarm Lite
Replies: 37
Views: 48836

Re: 12.20 Dytech and TreeFarm Lite

Bug Fix linked in the OP. Please give feedback if it is TOO nerfed.
by Buggi
Mon Jan 18, 2016 4:34 am
Forum: Modding discussion
Topic: Treefarms and Co-Routines
Replies: 33
Views: 31323

Re: Treefarms and Co-Routines

Yeah, the more I think about it threading it would cause almost instant desyncs. Increasing the delay, or holding all objects in a table really wouldn't work as it would still have to run eventually and cause lag. So even if it was 2 minutes, every two minutes your game would hitch. One small thing ...
by Buggi
Sun Jan 17, 2016 11:18 pm
Forum: Modding discussion
Topic: Treefarms and Co-Routines
Replies: 33
Views: 31323

Treefarms and Co-Routines

So having updated treefarm lite to 12.20 I've been getting familiar with the code trying to find ways to optimize it so as not to lag games. Here's the problem, every treefarm has 49 'slots' for a seed. All the growth states of a tree are different objects as there is no in-game way for trees to gro...
by Buggi
Fri Jan 08, 2016 10:22 pm
Forum: Mods
Topic: [MOD 0.12.20+] Void Chest
Replies: 10
Views: 19814

Re: [MOD 0.12.20] Void Chest

That's why I updated the graphics when I took over the mod. The original version used the same sprite as the steel chest. I tried to make it stand out. The button idea wouldn't really work for an automated setup, which is what this is aimed for. Normally people just shoot a chest full of stuff they ...
by Buggi
Fri Jan 08, 2016 10:16 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 116180

Re: Friday Facts #120 - Spidertron

That spider thing was amazing! Loved how even in the early test the movement was nice and smooth!
Phenomenal work!
by Buggi
Thu Jan 07, 2016 9:57 pm
Forum: Mods
Topic: 12.20+ TreeFarm Lite
Replies: 37
Views: 48836

Re: 12.20 Dytech and TreeFarm Lite

How the heck did those newlines get in there? I'll double check all those files and make sure there's no funny business going on. There are a lot of characters that are still wrong. I don't speak Polish, so I'm not sure if the translations are correct, if you want to update those files I would be ha...
by Buggi
Tue Jan 05, 2016 11:10 pm
Forum: Bob's mods
Topic: Does a master flow-chart exist?
Replies: 6
Views: 23267

Re: Does a master flow-chart exist?

Exactly why something like this would be handy. If the author can't remember the crafting chains for things, how much hope does a new player have? Make the barrier to entry as easy as possible. Lots of people like figuring this stuff out on the fly, but many others will want some sort of aid if they...
by Buggi
Tue Jan 05, 2016 9:44 pm
Forum: General discussion
Topic: youtube factorio
Replies: 3
Views: 10590

Re: youtube factorio

I'm a YouTuber who really picked up steam when I decided to play Factorio on camera. I've been playing for months now and absolutely love the game. While my channel isn't dedicated to Factorio, it will be a major part of it. I was more than happy to buy the game and support the devs and have a passi...
by Buggi
Tue Jan 05, 2016 9:36 pm
Forum: General discussion
Topic: About the endgame - kinda frustrating today
Replies: 45
Views: 51003

Re: About the endgame - kinda frustrating today

Bob, what did you think of my idea of a large "Hive Mind" sort of goal? When I say the enemies get tougher I really mean a LOT tougher. Which would require the player to build ever encroaching outposts to stem the tide as they would be constantly raiding once you got within a certain radiu...
by Buggi
Tue Jan 05, 2016 5:24 am
Forum: Questions, reviews and ratings
Topic: Mod Request forum
Replies: 1
Views: 8932

Mod Request forum

It would be nice to have a mod request forum for those people who have ideas but no programming prowess.

Someone like me who wants to do this for a living wouldn't mind trying to fill needs of the community.
by Buggi
Tue Jan 05, 2016 4:08 am
Forum: Bob's mods
Topic: Does a master flow-chart exist?
Replies: 6
Views: 23267

Does a master flow-chart exist?

Has someone made a flowchart to map all inputs and outputs this mod has and which machine they are used and made in? I know it would be a COMPLETE mess to put everything on one master sheet, but separating them out by end-product would be helpful for those who want to try the mod but feel overwhelme...
by Buggi
Tue Jan 05, 2016 3:21 am
Forum: General discussion
Topic: About the endgame - kinda frustrating today
Replies: 45
Views: 51003

Re: About the endgame - kinda frustrating today

I always hoped for a sort of Hive Mind central enemy base that you'd have to bring down that would spawn randomly some distance away from your starting location that would have ever increasing density and difficulty of enemies as you get closer to it. Bringing that down would be the ultimate end gam...
by Buggi
Tue Jan 05, 2016 12:52 am
Forum: Mods
Topic: [0.12.x] Void Chest Instant
Replies: 10
Views: 23756

Re: [0.12.x] Void Chest Instant

Updated and moved the mod. Now has a custom image so you don't accidentally place items in it.

Find it here:
https://forums.factorio.com/forum/viewtop ... 93&t=18880
by Buggi
Mon Jan 04, 2016 1:14 am
Forum: Mods
Topic: [MOD 0.12.20+] Void Chest
Replies: 10
Views: 19814

[MOD 0.12.20+] Void Chest

I updated this mod awhile back as the original author was busy. He recently gave me permission to keep it alive and call it mine. So, here it is, a fully updated version of the Void Chest. A simple object, now with a custom image that destroys everything placed inside it, instantly. Tested and worki...
by Buggi
Mon Jan 04, 2016 12:04 am
Forum: Mods
Topic: [MOD 0.12.x] Faster hand crafting
Replies: 4
Views: 14771

Re: [MOD 0.12.x] Faster hand crafting

Try this mod, same thing, works with 12.20:

https://forums.factorio.com/forum/viewtop ... 93&t=15555

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