Search found 45 matches

by obstinate
Mon Dec 21, 2015 8:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65301

Re: [MOD 0.12.x] Long Reach

I personally felt that increasing mining distances was of limited value, on two fronts. It makes the early game into an immobile affair. It also only really affects the very early game. Personally, I'm basically done with manual mining by about ten or twenty minutes into my typical marathon playthro...
by obstinate
Mon Dec 21, 2015 12:23 pm
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65301

Re: [MOD 0.12.x] Long Reach

I have made a new release that works without unpacking. Please try it and let me know if you still have problems. I personally do not find that the need for logistic character slots is eliminated. I don't like having to zoom out and fetch things myself. Logistic character slots are already a simple ...
by obstinate
Sun Dec 20, 2015 10:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65301

Re: [MOD 0.12.x] Long Reach

Sorry folks. Previously I did not understand how to release Factorio mods. I have always unpacked my zip files so I did not know you could download them this way. I'll do another release sometime this week to make it work.
by obstinate
Thu Dec 17, 2015 3:45 am
Forum: Ideas and Suggestions
Topic: Clearer visual indicators of activity
Replies: 10
Views: 17816

Re: Clearer visual indicators of activity

Is it possible to draw to the info layer from a mod? I could easily write this mod if so.
by obstinate
Sun Dec 13, 2015 11:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 22643

[MOD 0.12.x] Assembler Light

Type: Mod Name: Assembler Light Description: Adds a light to the front of active assemblers. License: MIT License Version: 0.0.1 Release: 2015-12-13 Tested-With-Factorio-Version: 0.12.20 Category: Convenience Tags: graphic, utility Download-Url: https://github.com/jaguilar/Factorio-Assembler-Light/r...
by obstinate
Sun Dec 13, 2015 7:34 pm
Forum: Ideas and Suggestions
Topic: Clearer visual indicators of activity
Replies: 10
Views: 17816

Re: Clearer visual indicators of activity

I think, on further examination, that this can be done with a mod. I'll see about creating it, and then we'll see if people like using it.
by obstinate
Sun Dec 13, 2015 7:07 pm
Forum: Ideas and Suggestions
Topic: Clearer visual indicators of activity
Replies: 10
Views: 17816

Clearer visual indicators of activity

It's very easy to tell whether a mine, boiler, furnace, or steam engine is active. It's less easy to tell if an assembling machine is active, especially if detailed info is turned on. It would be nice if we could have, say, a little green light on the front of assemblers that are active. This would ...
by obstinate
Wed Dec 09, 2015 5:14 am
Forum: News
Topic: Friday Facts #115 - The power switch
Replies: 66
Views: 54367

Re: Friday Facts #115 - The power switch

[*] Are you persisting intermediates across branches where possible? Yes, but when I switch branches, the probability of changing something in common.hpp is big. Also, the visual studio tentds to be buggy when checking for changed depencencies, so often I just recompile to be sure it won't be broke...
by obstinate
Mon Dec 07, 2015 3:40 am
Forum: News
Topic: Friday Facts #115 - The power switch
Replies: 66
Views: 54367

Re: Friday Facts #115 - The power switch

Hi, I work at an organization that builds a very large software product that most people use every day. So I can speak somewhat to the compilation speed question. There are a few things to look at. To begin with, you should always understand the source of a problem before trying to fix it. So it wou...
by obstinate
Mon Dec 07, 2015 3:25 am
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65301

Re: [MOD 0.12.x] Long Reach

We play-tested this mod at a LAN yesterday. People seemed to really like the removal of the range restriction. It doesn't seem to remove any of the fun challenges of the game, just some of the slog.
by obstinate
Fri Dec 04, 2015 9:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Long Reach
Replies: 35
Views: 65301

[MOD 0.12.x] Long Reach

THIS PAGE WILL NOT BE UPDATED AGAIN. GO TO https://mods.factorio.com/mods/jamesaguilar/long-reach. Type: Mod Name: Long Reach Description: Makes it so you can reach anything the viewport shows. License: MIT License Version: 0.0.4 Release: 2015-12-04 Tested-With-Factorio-Version: 0.12.20 Category: Co...
by obstinate
Fri Dec 04, 2015 4:07 am
Forum: Implemented mod requests
Topic: [Request] Variable to control manual action distance
Replies: 3
Views: 7959

Re: [Request] Variable to control manual action distance

You are my favorite. I think I'm gonna buy a second copy.
by obstinate
Sun Nov 29, 2015 8:23 pm
Forum: Modding help
Topic: Variable controlling placement range?
Replies: 3
Views: 3811

Re: Variable controlling placement range?

Just so. I don't know why it mangled my URL.
by obstinate
Sun Nov 29, 2015 7:23 pm
Forum: Modding help
Topic: Variable controlling placement range?
Replies: 3
Views: 3811

Re: Variable controlling placement range?

Seems it's hard coded (found that out in another thread). So:

https://forums.factorio.com/forum/pos ... =post&f=28
by obstinate
Sun Nov 29, 2015 7:23 pm
Forum: Implemented mod requests
Topic: [Request] Variable to control manual action distance
Replies: 3
Views: 7959

[Request] Variable to control manual action distance

I would like to increase the manual action distance. It's a bit short for my taste. Please add a variable to control this from mods? <3
by obstinate
Sun Nov 29, 2015 7:14 pm
Forum: Modding help
Topic: Variable controlling placement range?
Replies: 3
Views: 3811

Variable controlling placement range?

Hi. I consider the requirement to stand within a particular short range of what I'm trying to place to be flow-breaking and annoying. I'd like to make a small mod to remove that restriction. However, I'm having trouble locating the variable that controls this. I've checked LuaPlayer and I don't see ...
by obstinate
Tue Nov 24, 2015 3:12 am
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 60643

Re: Friday Facts #113 - Better rail building

Oh god I want this.
by obstinate
Sun Sep 20, 2015 4:48 am
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 47687

Re: Friday Facts #104 - Deadlines ahead

talk of a developing a new game and the game isn't even on greenlight yet, also before you start a new game and drop this one, please add muti-core support (to the point where my cpu isnt only using 33%) so atleast modding can take over and do the things you didn't. They're not talking about making...

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