Search found 478 matches

by keyboardhack
Mon Dec 19, 2016 7:04 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.21] Can't shoot train with shotgun
Replies: 3
Views: 1350

[Rseding91] [0.14.21] Can't shoot train with shotgun

It's not possible to shoot a train/cargo wagons with a shotgun as the bullets go straight through it.

Image
by keyboardhack
Thu Dec 01, 2016 5:25 am
Forum: Modding help
Topic: Collision Boxes? Is there a Collision circle option?
Replies: 8
Views: 2606

Re: Collision Boxes? Is there a Collision circle option?

No, nothing in Factorio does circle collision. Thanks for the info. I don't suppose there would be an event such as "on_entity_enter_radius" or equivalent would there? Thanks, voxelv You could place a land-mine and edit the trigger_radius to whatever you want. Then you just have to change...
by keyboardhack
Tue Nov 29, 2016 10:59 am
Forum: Implemented Suggestions
Topic: Global blacklist
Replies: 11
Views: 5050

Re: Global blacklist

This would be very useful, especially the ability to autokick anyone with X number of server bans on the matching service. This should be pretty easy from a mod perspective, report everything to a file which an external application can synchronise with an online server. In practice it requires an o...
by keyboardhack
Thu Nov 17, 2016 4:12 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 244770

Re: Performance optimization - post your saves

Observed problems: FPS loss in the productions tab. Usually halves the fps to open the production tab. FPS loss in the train preview when not set to map mode. The more the train preview camera is zoomed out the worse the fps gets. When placing tracks that connects to the railway the whole game stop...
by keyboardhack
Wed Nov 16, 2016 2:11 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 244770

Re: Performance optimization - post your saves

I assume it's the mass of bots that primarily slows down the game but i can't be sure. Here is some observation i have done of the performance. Save and mods are attached below. Observed problems: FPS loss in the productions tab. Usually halves the fps to open the production tab. FPS loss in the tra...
by keyboardhack
Tue Oct 25, 2016 4:42 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22213

Re: Which event should be used for LuaEntity.destroy()? When?

So if I have a mod that creates roads, and I want to line the roads with concrete lampposts, and destroy those lampposts when road is destroyed, how would I fix that in my mod? The only way I could do it is to completely duplicate your mod, graphics and code, in to my mod, and have a set of renamed...
by keyboardhack
Mon Oct 24, 2016 7:25 pm
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 154678

Re: Unofficial Factorio Troll and Griefer Database (FTGD)

I ask because recently Colonel Will and his friends have been joining several MP games (they usually pick ones where no one is currently playing so that they are the only ones online) and then rehaul parts of the map that they consider need fixing. To be honest I found this very educational to watc...
by keyboardhack
Mon Oct 24, 2016 7:19 pm
Forum: Yuoki Industries
Topic: Optimized GFX for Yuoki Mods (Oh,it's so lighter!) V3 upd!
Replies: 25
Views: 22673

Re: Optimized GFX for Yuoki Mods (Oh, it's so lighter now!)

maybe i should use this a standard post-production ... You definetly should. Would need to check if there is a quality loss in game. This tool makes png lossy - might not make a big difference in game. I am using pngquant in WaiTex and i can't see any visual difference with the above command. If yo...
by keyboardhack
Mon Oct 24, 2016 2:10 am
Forum: Yuoki Industries
Topic: Optimized GFX for Yuoki Mods (Oh,it's so lighter!) V3 upd!
Replies: 25
Views: 22673

Re: Optimized GFX for Yuoki Mods (Oh, it's so lighter now!)

I tried out compressing the mods myself and was able to compress them quite bit further. All mods can be downloaded below which now only fills 76mb instead of the original 267mb. I used pngquant to compress all the files with the following command on each image. pngquant --quality=70-80 --speed 1 <f...
by keyboardhack
Tue Oct 18, 2016 9:33 pm
Forum: Modding discussion
Topic: Prototype error(s) improvements
Replies: 35
Views: 11131

Re: Prototype error(s) improvements

reading this thread my thought was: "Rseding91, have a routine ready that searches the source code and extracts all prototypes and entities and their respective attributes and lists them with their hierarchy in a text file. and ship that file with every version of factorio." this way it w...
by keyboardhack
Sat Oct 15, 2016 12:24 pm
Forum: Technical Help
Topic: server side mods (server only mods)
Replies: 1
Views: 2027

Re: server side mods (server only mods)

Every save contains a control.lua. If a mod doesn't require a data.lua then the mod can be implemented by merging the mods control.lua into the saves control.lua.
by keyboardhack
Thu Oct 13, 2016 8:43 am
Forum: Mods
Topic: [MOD 0.12.x] Aircraft
Replies: 65
Views: 101192

Re: [MOD 0.12.x] Aircraft noob maker

wow its clear this guy don't give a shit about updating his mod anytime soon.Which makes him fricken scrub! 100s peeps waiting and this guy got his thumb up his ass! Releasing a mod is something you do because you want to share something you made with the community. There are no requirements or dea...
by keyboardhack
Tue Oct 11, 2016 9:58 pm
Forum: Gameplay Help
Topic: Help with fps
Replies: 3
Views: 1282

Re: Help with fps

- Make belts empty. Every item on a belt uses CPU. This is not true. It's not the items on a belt that uses cpu but the items moving that does it. So having a long belt line full of items, that arent moving, uses just as much cpu as an empty belt. Not much more to say about increasing fps but the n...
by keyboardhack
Tue Oct 11, 2016 10:45 am
Forum: Duplicates
Topic: [0.14.13] Save corruption when removing mod
Replies: 2
Views: 1042

[0.14.13] Save corruption when removing mod

When either of the attached mods are removed from the attached save file, the following error occurs. http://i.imgur.com/ipc2e2U.png If none of the mods are removed then the save works perfectly. Don't know what happened to the save and i haven't been able to replicate it. Comparison-test.zip mods.z...
by keyboardhack
Sun Oct 09, 2016 10:58 pm
Forum: Modding help
Topic: [Solved] Extending vanilla pipe-to-ground not working
Replies: 2
Views: 1110

Re: Extending vanilla pipe-to-ground not working

Try this instead.

Code: Select all

data.raw["pipe-to-ground"]["pipe-to-ground"].fluid_box.pipe_connections[2].max_underground_distance = 50
by keyboardhack
Fri Oct 07, 2016 4:48 am
Forum: General discussion
Topic: too litte gameplay focus?
Replies: 7
Views: 3260

Re: too litte gameplay focus?

From the current roadmap it seems like there is lots of gameplay planned for 0.15. Regarding multiplayer it looks like you haven't read FFF 157 as it clearly states that they won't work as much on multiplayer anymore. Below you can see the features planned for 0.15. Factorio 0.15 Planned: Nuclear po...
by keyboardhack
Thu Oct 06, 2016 5:31 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.13] Modding errors
Replies: 1
Views: 1853

[Rseding91] [0.14.13] Modding errors

While searching for ways to spawn modding error messages to make this post i found a few actual errors. This crashes the game. data.raw["locomotive"]["diesel-locomotive"].pictures.layers[1].direction_count = -1 Either of these two lines makes the game hang at ~40% loading. data.r...
by keyboardhack
Thu Oct 06, 2016 5:25 pm
Forum: Modding discussion
Topic: Prototype error(s) improvements
Replies: 35
Views: 11131

Re: Prototype error(s) improvements

I made a few one liners that gives bad error messages. data.raw["car"]["car"].animation.layers[1].frame_count = 3 data.raw["car"]["car"].animation.layers[1].stripes[1].width_in_frames = 3 Spawns this cryptic error message. http://i.imgur.com/uNJMlit.png As a n...
by keyboardhack
Fri Sep 30, 2016 3:51 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 62908

Re: Friday facts #158 - The end of the 32 bit era

I guess all 32 bit users should be allowed a refund.
by keyboardhack
Wed Sep 28, 2016 8:18 pm
Forum: Releases
Topic: Version 0.14.10
Replies: 37
Views: 25165

Re: Version 0.14.10

[*] Changes Disabled multiplayer support in the 32 bit version of the game. If this is true then you will have to do something about the tags added to Factorio is steam and probably other stores as well. With this change the game isn't a multi-player, online multi-player, local multi-player, Co-op,...

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