Search found 196 matches

by MrDoomah
Tue May 10, 2016 7:16 pm
Forum: Ideas and Suggestions
Topic: Redo the power bars.
Replies: 29
Views: 15274

Redo the power bars.

On many occasions players have difficulty reading the power bars in the electric network info screen. This is what I'm talking about; http://i.imgur.com/7WW1dti.png The top picture is when you have excess power production and the bottom for when you don't have enough power production. The way it is ...
by MrDoomah
Thu May 05, 2016 10:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 17997

Re: [MOD 0.12.x] Belt hoppers 1.0.0

They are part of the logistics technologies. I've uploaded an updated version that properly loads the recipes in an existing save. So many forgets add load on an existing saves. Anyway, thank you so much! Edit: I still don't see smart one, 140 items per second.. I use bob's mods and it has faster b...
by MrDoomah
Wed May 04, 2016 1:11 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 17997

Re: [MOD 0.12.x] Belt hoppers 1.0.0

They are part of the logistics technologies. I've uploaded an updated version that properly loads the recipes in an existing save.
by MrDoomah
Mon May 02, 2016 9:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 17997

Re: [MOD 0.12.x] Belt hoppers 1.0.0

They probably are more efficient. 1) They don't pick up items from belt, only put items on the belt. This means they don't have to check the belt for items. 2) This also allows the code to be skipped when empty. 3) It doesn't use power, so no check on that. That being said, I don't know if my code i...
by MrDoomah
Fri Apr 29, 2016 9:21 pm
Forum: Not a bug
Topic: [12.30] [kovarex] Deactivated roboports still act as roboports
Replies: 10
Views: 2446

Re: [12.30] [kovarex] Deactivated roboports still act as roboports

kovarex wrote:Not a bug. We never stated that roboports deactivated from scripts will behave any specified way.
Ok fair enough. I assumed deactivated entities behaved as if they where unpowered entities.
by MrDoomah
Tue Apr 26, 2016 12:21 pm
Forum: Mods
Topic: RE Series Part 1: A wild LUA appears !
Replies: 12
Views: 14013

Re: RE Series Part 1: A wild LUA appears !

I'll let the devs express themselves. I bet if they do, the reply contains "determinism" and "desync" which is one of the reasons for io and os not being available :D I'm fine with that idea that it would cause desync, but does writing in a texfield would not cause desync ? I th...
by MrDoomah
Tue Apr 26, 2016 12:09 pm
Forum: Not a bug
Topic: [12.30] [kovarex] Deactivated roboports still act as roboports
Replies: 10
Views: 2446

Re: [12.30] Deactivated roboports still act as roboports

Klonan wrote:Thanks for the report,

By design roboports start with some power
I don't know if you're responding to DevilXD or me, but the bug report wasn't about the power, it was about deactivated roboports.
by MrDoomah
Sun Apr 24, 2016 2:48 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121142

Re: [MOD 0.12.12+] Research queue 1.2.5

Are you using any other mods? "name": "base", "name": "Aircraft", "name": "autofill", "name": "bobassembly", "name": "bobconfig", "name": "bobelectronics", "name": "...
by MrDoomah
Sun Apr 24, 2016 2:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 17997

Re: [MOD 0.12.x] Belt hoppers 1.0.0

Oh, this looks interesting, but I have a few questions. Are you planning on adding logistics versions? How do you fill them? Do you just plop down an inserter like normal? What's the point of this? Throughput? What kind of setups does this allow? You can only fill them with inserters. It is a solut...
by MrDoomah
Thu Apr 21, 2016 8:21 pm
Forum: Pending
Topic: [0.12.30] [kovarex] Inserter graps wrong fuel
Replies: 2
Views: 989

[0.12.30] [kovarex] Inserter graps wrong fuel

In the attached save, I have some inserters that grab solid fuel while there is coal in the furnace or vice versa. Since there are mixed belts, they can't grab any ore thus that furnace will stop working.
by MrDoomah
Thu Apr 21, 2016 7:30 pm
Forum: Not a bug
Topic: [0.12.29] [Michal] Performance issues (slow game)
Replies: 24
Views: 7777

Re: [0.12.29] [Michal] Performance issues (slow game)

Holy cow that Intel CPU temp is much higher it should be for only running this game. You've probably seen it but your processor info is available here http://ark.intel.com/products/75027/Intel-Core-i5-4200H-Processor-3M-Cache-up-to-3_40-GHz . Check your fan setup and see if these high temperatures ...
by MrDoomah
Thu Apr 21, 2016 6:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 17997

[MOD 0.12.x] Belt hoppers 1.0.2

Type: Mod Name: Belt hoppers Description: Adds hoppers that drop items on belts. License: https://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png Version: 1.0.2 Release: 2016-04-21 Tested-With-Factorio-Version: 0.12.30 Category: SimpleExtension, Gameplay Tags: Belt, hopper Download-Url: Belt-hoppers_...
by MrDoomah
Thu Apr 21, 2016 10:32 am
Forum: Modding help
Topic: How can I move the selection box of this entity?
Replies: 2
Views: 1386

Re: How can I move the selection box of this entity?

selection_box = {{-4.2, -0.6}, {2, 2.35}}, The selection box is an area around the entity position. The entity sits at position {0,0} and the selection box is then: selection_box = {{Left border, Top border}, {Right border, Bottom border}}, and translates to selection_box = {{ - Width / 2, - Height...
by MrDoomah
Thu Apr 21, 2016 8:27 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121142

Re: [MOD 0.12.12+] Research queue 1.2.5

Are you using any other mods?
by MrDoomah
Wed Apr 20, 2016 9:25 pm
Forum: Modding discussion
Topic: [GUIDE] How to style buttons with images on them.
Replies: 17
Views: 14199

Re: [GUIDE] How to make buttons with images on them.

Perhaps padding doesn't work on flows, I don't know. But it does have effects on other elements. I'm going to experiment with this now and add the info here. I never ran any controlled experiments with them. This could be really useful if it is what it sounds like it is. If you open __core__/graphic...
by MrDoomah
Wed Apr 20, 2016 8:55 pm
Forum: Modding discussion
Topic: [GUIDE] How to style buttons with images on them.
Replies: 17
Views: 14199

Re: [GUIDE] How to make buttons with images on them.

Monoliths have 4 undocumented border properties: top_monolith_border, bottom_*, right_*, left_*. These have no apparent effect. GUI elements have 4 documented padding properties. These have no apparent effect. These borders add extra pixels to your image. That's why your 32x32 image ends up as a 34...
by MrDoomah
Wed Apr 20, 2016 8:36 pm
Forum: Modding help
Topic: Something like event "on player near gate"
Replies: 8
Views: 2353

Re: Something like event "on player near gate"

You might also create a key item. When you place this item on a gate it opens for 5 seconds or so.
by MrDoomah
Wed Apr 20, 2016 5:10 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121142

Re: [MOD 0.12.12+] Research queue 1.2.5

Xillian112 wrote:This mod cause lags if i queue something ...
Sorry for bad english =(
What kind of lag? A slight stutter when you add an item to the queue or a real lagspike (1 second or longer)? The first one is normal when there is a (long) queue and you add an item with many prerequisites.
by MrDoomah
Wed Apr 20, 2016 4:59 pm
Forum: Mods
Topic: [MOD 0.12.x] Equipment Swap 0.0.1
Replies: 2
Views: 1693

[MOD 0.12.x] Equipment Swap 0.0.1

Type: Mod Name: Equipment Swap Description: Allows easy swapping of equipment License: https://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png Version: 0.0.1 Release: 2016-04-20 Tested-With-Factorio-Version: 0.12.30 Category: Convenience Tags: Equipment Download-Url: Equipment-Swap_0.0.1.zip License ...
by MrDoomah
Mon Apr 18, 2016 11:55 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121142

Re: [MOD 0.12.12+] Research queue 1.2.5

You can close the UI with

Code: Select all

/c gameplayer.gui.center.Q.destroy()
You can also edit the UI size in the config file inside the mod folder, but this does require to to unzip and rezip the folder.

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