Search found 555 matches

by rk84
Sun Jan 17, 2016 10:24 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 225820

Re: [MOD 0.12.x] Autofill

I don't write mods, but sniffing around, could the cutoff be something like game.item_prototypes["coal"]["fuel_value"] instead of 8000000? Then no special requirement for Marathon Mod needed, it'll just adjust to "coal or better" in any mod scenario. Edit: I tested thi...
by rk84
Sun Jan 17, 2016 6:47 pm
Forum: Mods
Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
Replies: 12
Views: 30206

Re: [MOD 0.12.3] Faster Locomotives 1.0.0

bigyihsuan wrote:Thanks, it now works, but now I'm having trouble changing the values for the cargo wagon.
You need to give us more data to help. How did you try to change it? Any error messages?
by rk84
Fri Jan 15, 2016 4:35 pm
Forum: Modding help
Topic: Need a hand decoding some code i have to maintain.
Replies: 8
Views: 20214

Re: Need a hand decoding some code i have to maintain.

Thanks RK84. That is actually very good suggestions.. Only thing i need now is.. Where in this code does it state the speed of the splitter. As i know and tested it deals with about 60 items a sec. and i want to make the lower tier of them Slower. Would it be easiere for me to add in in the section...
by rk84
Fri Jan 15, 2016 1:14 am
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 124172

Re: Splitter not working properly

That is cool. I was bit confused until i saw those items in closed loops.

Old bug report about splitter's "feature" and counters getting tweaked:
[Resolved 0.3.2] Splitter error - not splitting
by rk84
Tue Jan 12, 2016 3:26 pm
Forum: Mods
Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
Replies: 12
Views: 30206

Re: [MOD 0.12.3] Faster Locomotives 1.0.0

bigyihsuan wrote:Did all three. Still at default speed.

I have no idea why it's not working.
Well, you can upload your latest version here or try altered version i made.
faster-trains_1.0.0.zip
(708 Bytes) Downloaded 352 times
by rk84
Sat Jan 09, 2016 8:40 pm
Forum: Implemented Suggestions
Topic: Bricks and cement with blueprints
Replies: 2
Views: 11181

Re: Bricks and cement with blueprints

It is possible to select pathway tiles or player made entities to blueprints, but not both at same time. Entities have higher priority. You can get around this by selecting ghosts as seen below.
selecting ghosts
selecting ghosts
blueprints.png (253.16 KiB) Viewed 11164 times
by rk84
Fri Jan 08, 2016 12:01 am
Forum: Mods
Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
Replies: 12
Views: 30206

Re: [MOD 0.12.3] Faster Locomotives 1.0.0

Wagons also limit maximum speed. I've test multiple times with no wagons, still maxes out at 251.4 kph. check list: 1. data.lua file in mod's folder data.raw.locomotive["diesel-locomotive"].max_speed = 2.4 -- should go about 500 without wagons 2. Mod have to be enabled 3. Factorio needs r...
by rk84
Thu Jan 07, 2016 9:44 pm
Forum: Modding help
Topic: Need a hand decoding some code i have to maintain.
Replies: 8
Views: 20214

Re: Need a hand decoding some code i have to maintain.

There is at least couple things that need to be alter to work with new names. I suggest you add list of new splitter names to begin of control.lua e.g. local IsSmartSplitter= { "basicsmartsplitter" = true, "bettersmartsplitter" = true, "bestsmartsplitter" = true } Now I...
by rk84
Thu Jan 07, 2016 2:16 pm
Forum: Modding help
Topic: Need a hand decoding some code i have to maintain.
Replies: 8
Views: 20214

Re: Need a hand decoding some code i have to maintain.

Could you also tell if it gives you any error messages or what the code is not doing the way it should?
At first glance, I see "game" is used in OnInit function and that function is called on load. game is nil on load.
by rk84
Thu Jan 07, 2016 12:58 pm
Forum: General discussion
Topic: Performance test: basic belts vs underground belts
Replies: 25
Views: 34367

Re: Performance test: basic belts vs underground belts

I'm thinking about this lately. There are still possibilities to make Factorio run MUCH faster than now. The question is, is it worth to spend time on it now? Are there more just then very few people building big enough factories? The time can be also spent on different kind of improvements and fea...
by rk84
Wed Jan 06, 2016 11:49 pm
Forum: Minor issues
Topic: [0.12.18][posila] Black screen in changelog window.
Replies: 14
Views: 26260

Re: [0.12.18][posila] Black screen in changelog window.

I had black screen again after update to 0.12.21. I noticed there were new nvidia driver. so I got it and I was able to view the changelog. I hope it will work in next update.

Code: Select all

driver: nvd3dumx.dll 10.18.13.6143
by rk84
Fri Dec 18, 2015 9:20 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 102785

Re: Introduction, Downloads & Release history

wesleytech wrote:so i am running Factorio version 0.12.1, which version of this mod should i use? i tried the latest release but it didnt work
I'm not quite sure, but I can narrow your choices to 5. From 0.12.4 to 0.12.8, I think 0.12.4 is most likely to work.
by rk84
Wed Dec 16, 2015 8:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 225820

Re: [MOD 0.12.x] Autofill

Here is the 1.3.10 Added loader.extendItemArray. Use to add items to exiting arrays. Added wildcard character * that can be used in set definitions. if entity name has * character(s) the name is convert to pattern. * are changed to .+ and - are changed to %- Added AmmoBox turrets and ammoboxes Added...
by rk84
Mon Dec 14, 2015 3:43 pm
Forum: Modding help
Topic: Help adding a recipe
Replies: 2
Views: 6825

Re: Help adding a recipe

You are missing pair of curly brackets in plastic-bar.lua
Prototype definitions have to be inside single array.

Code: Select all

data:extend({ --line 1
--
}) -- line 27
Edit: You are not only one to bump into this problem. I think I will might make error message suggestion.
by rk84
Sat Dec 12, 2015 9:20 pm
Forum: Modding help
Topic: Is this possible?
Replies: 4
Views: 9078

Re: Is this possible?

Code: Select all

entity.operable = false
by rk84
Thu Dec 10, 2015 11:45 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 225820

Re: [MOD 0.12.x] Autofill

Sorry for lack of attention. I can add those turrets, but I have problem adding items. The mod have to verify item exist, but it can't do that because "game" and "require" are not available in same scope. Also item have to be verified before adding them to exiting arrays. Nothing...
by rk84
Tue Nov 24, 2015 9:05 pm
Forum: Minor issues
Topic: [0.12.18][posila] Black screen in changelog window.
Replies: 14
Views: 26260

Re: [0.12.18] Black screen in changelog window.

Still in 0.12.19, but now it happens if I scroll down.
by rk84
Tue Nov 24, 2015 3:41 pm
Forum: Minor issues
Topic: [0.12.18][posila] Black screen in changelog window.
Replies: 14
Views: 26260

Re: [0.12.18] [Martin] Black screen in changelog window.

Logs might be helpful. Do I understand it correctly that whole screen turns black, not just part of a screen that would be changelog window? @rk84, do you also have Threshold 2 Update? What is your hardware spec? Yes, whole screen turns black. I also have Threshold 2 Update. Intel Core i7-4710HQ Me...
by rk84
Mon Nov 23, 2015 3:09 pm
Forum: Minor issues
Topic: [0.12.18][posila] Black screen in changelog window.
Replies: 14
Views: 26260

[0.12.18][posila] Black screen in changelog window.

After update I ended up with black screen. I run the exe again with no problem, but when I try to look changelog screen turns black.

Win 10, 64-bit installed

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