Search found 278 matches

by credomane
Thu Aug 06, 2020 2:15 am
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6807

Re: LuaEntity::play_sound()

I think a LuaSound class similar to LuaRendering would be awesome. Since the LuaRendering stuff isn't deterministic and/or saved with the game I suggest using that as a template for how LuaSound should and/or could work. Here is my idea for the LuaSound API sound :: LuaSound : Allows playing of soun...
by credomane
Fri Apr 24, 2020 7:18 pm
Forum: Resolved Problems and Bugs
Topic: 0.18.20 Bug with "Mod Settings"
Replies: 7
Views: 4043

Re: 0.18.20 Bug with "Mod Settings"

billbo99 wrote:
Fri Apr 24, 2020 8:48 am
Out of curiosity, what is the use case for "hiding" mod settings ?
Depreciated settings that are left in for compatibility/migrating older saves would be my first guess.
by credomane
Tue Feb 18, 2020 6:49 pm
Forum: Energy Production
Topic: Tileable Wasteless Nuclear setup (v5)
Replies: 9
Views: 13298

Re: Tileable Wasteless Nuclear setup (v5)

I've had issues getting this to work. Now, I only have 4 reactors in it, but to be honest, that's all you want to begin with. It keeps filling up the reactors to max (5 cells) when it runs low, when you don't even need 2 cells to max out temps and storage. There's a lot of logic so it's hard to fol...
by credomane
Fri Jan 24, 2020 7:37 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62796

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Personally, I love the idea of crowd sourcing the tutorials, or at least a good body of the work. Something about it just seems right, and I would jump at the opportunity to help out in any way I could. I'm sure others feel the same. Agreed. Maybe even a few different "types". A "how...
by credomane
Mon Jan 20, 2020 7:52 am
Forum: Modding discussion
Topic: Mod-settings.dat file editor (in C#)
Replies: 16
Views: 11633

Re: Mod-settings.dat file editor (in C#)

So I rewrote this app as a nodejs module (Still needs work). I noticed that in your code (and the wiki docs) is that reading and writing strings is handled differently from how Factorio actually does it. Perhaps this is just differences between Factorio versions 0.16 (that your app was originally wr...
by credomane
Fri Jun 07, 2019 1:20 am
Forum: Not a bug
Topic: [0.17.31] [modded] huge UPS drop when holding a blueprint.
Replies: 4
Views: 2221

[0.17.31] [modded] huge UPS drop when holding a blueprint.

I've been playing on a server (that's been slow to update) everything's been going great until last week. Now (or at least it has only become bad enough now) whenever any player picks up a blueprint to place into the world every connected player has their FPS tank from 60 to 5fps. It becomes nearly ...
by credomane
Wed Mar 13, 2019 5:44 am
Forum: Not a bug
Topic: [0.17.11] List of minor mini-tutorial Issues.
Replies: 3
Views: 1667

[0.17.11] List of minor mini-tutorial Issues.

This is a list of issues I had/noticed while working through the tutorials in 0.17 (was wonder if there were new ones) and I also tried to break them (I did...kinda). Would be nice if the items given by the tutorial would also be auto assigned to the quickbar. I think the quickbar changes "brok...
by credomane
Mon Mar 04, 2019 3:32 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.4] Hotbar doesn't respond to Keybinding changes until restart.
Replies: 1
Views: 1932

[Twinsen][0.17.4] Hotbar doesn't respond to Keybinding changes until restart.

I previously reported this bug for 0.16.24 and it was resolved for 0.16.25 but it seems to be back again in 0.17.X. I can just restart the game to fix it after changing keybindings. However, for anyone not in the know it would seem like the hotbar is completely messed up after changing keybindings u...
by credomane
Mon Mar 04, 2019 3:30 am
Forum: Resolved Problems and Bugs
Topic: [0.16.24] Hotbar doesn't respond to non-default mouse button
Replies: 2
Views: 2594

Re: [0.16.24] Hotbar doesn't respond to non-default mouse button

It actually does work but you have to quit the game and reload for the quickbar to start reacting. In any case, fixed in 0.16.25. Hey....This bug is back in 0.17.X. :( I'm gonna post a new bug report and link to this one since I have no idea if you get notified for necro threads. Then edit this pos...
by credomane
Mon Mar 04, 2019 2:57 am
Forum: Not a bug
Topic: [0.17.4] "Character Logistic Trash Slots 1" Technology has incorrect dependencies.
Replies: 3
Views: 979

Re: [0.17.4] "Character Logistic Slots 1" Technology has incorrect dependencies.

You are confusing "Character Logistic Slots" with "Character Logistic Trash Slots". NaB. Not a bug? Can you explain that? I don't understand how/why "trash slots 1" doesn't need to depend on logistic robots research which is required for the trash slots to actually fun...
by credomane
Sun Mar 03, 2019 3:24 pm
Forum: Not a bug
Topic: [0.17.4] "Character Logistic Trash Slots 1" Technology has incorrect dependencies.
Replies: 3
Views: 979

Re: [0.17.4] "Character Logistic Trash Slots 1" Technology has incorrect dependencies.

Crap, I am, I'll correct that. The screenshots are still accurate though.
by credomane
Sat Mar 02, 2019 3:56 am
Forum: Not a bug
Topic: [0.17.4] Belt immunity works when underpowered
Replies: 4
Views: 1350

Re: [0.17.4]Belt immunity works powered by 30kW

I haven't messed with the belt immunity equipment yet but most other power armor equipment has an internal buffer that stores power. Open up the power armor and watch for a bar on the belt immunity equipment and see if it slowly drains while standing on a belt. You'll probably start jerkily sliding ...
by credomane
Sat Mar 02, 2019 3:51 am
Forum: Duplicates
Topic: [0.17.4] Combinators keep outputting when unpowered
Replies: 3
Views: 1197

Re: [0.17.4] Combinators keep outputting when unpowered

This is by design. They just won't update their output anymore until they receive power again.
by credomane
Sat Mar 02, 2019 3:50 am
Forum: Not a bug
Topic: [0.17.4] "Character Logistic Trash Slots 1" Technology has incorrect dependencies.
Replies: 3
Views: 979

[0.17.4] "Character Logistic Trash Slots 1" Technology has incorrect dependencies.

After researching logistics that I discovered I could research "Character Logistic Trash Slots 1" characterlogislots1.jpg Poking around the tech tree I located "Character Logistic Trash Slots 2" and discovered that it depended on "Logistic Robots" with the "Charact...
by credomane
Fri Mar 01, 2019 11:49 pm
Forum: Duplicates
Topic: [0.17.x] Game says no update available when there should be?
Replies: 2
Views: 744

Re: [0.17.x] Game says no update available when there should be?

I knew there had to be a thread on this. I remember seeing people talk about that error but I thought it was a botched update zip file that was later fixed. I say that because when I updated later it worked just fine. Thanks for the info. I assume that once this is fixed it will be in the factorio p...
by credomane
Fri Mar 01, 2019 10:41 pm
Forum: Duplicates
Topic: [0.17.x] Game says no update available when there should be?
Replies: 2
Views: 744

[0.17.x] Game says no update available when there should be?

0.16.51 standalone updated to 0.17.0 just fine [with experimental updates option checked, of course] when 0.17.0 first came out a few days ago. Which caused headaches for a lot of people with the removed beta campaign but that's since resolved and neither here or there. Now, however, I have to manua...
by credomane
Thu Feb 28, 2019 1:53 pm
Forum: Won't fix.
Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
Replies: 48
Views: 21532

Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly

Can you upload your saves, please? I am going to disable target leading for flamethrower turrets for 0.17.3, but your saves will be helpfull when researching how to make it better. Still lead the target but check that the firing position is within the turret's aiming box. If it isn't snap it to the...
by credomane
Thu Feb 28, 2019 12:52 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33836

Re: [0.17.1] intro too hard

the attacks are based on pollution, and after automating Circuits many players leave them running for no reason. Why are you basing attacks on pollution without teaching about pollution? The first attacks are clearly scripted for the story then you switch to pollution-based scripted attacks without...
by credomane
Wed Feb 27, 2019 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.1] Alerts about destroyed trees in tutorial
Replies: 7
Views: 4117

Re: [0.17.1] Strange alerts in tutorial.

Even if compileatron is classified as a biter it should show his icon instead of a biter plus why did I get the random alert for a tree being destroyed?
by credomane
Wed Feb 27, 2019 5:23 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33836

Re: [0.17.10] intro too hard

I'm having an incredibly hard time with the tutorial. No splitters and underground belts is proving to be a massive headache getting production up to anything reasonable. If you don't complete the tutorial within roughly an hour or so after moving to the 2nd location you can pretty much kiss your ch...

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