Search found 45 matches
- 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...
- 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 ...
- 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.
- 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.
- Sun Dec 13, 2015 11:25 pm
- Forum: Ideas and Suggestions
- Topic: Clearer visual indicators of activity
- Replies: 10
- Views: 17816
- 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...
- 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.
- 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 ...
- 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...
- 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...
- 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.
- 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...
- Fri Dec 04, 2015 9:29 pm
- Forum: Implemented mod requests
- Topic: [Request] Variable to control manual action distance
- Replies: 3
- Views: 7959
Re: [Request] Variable to control manual action distance
I made this thanks to your answer.
- 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.
- 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.
- 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
https://forums.factorio.com/forum/pos ... =post&f=28
- 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
- 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 ...
- 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.
- 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...