Search found 5110 matches

by Klonan
Tue Jan 03, 2017 9:20 pm
Forum: Gameplay Help
Topic: statistics fluids/liquids
Replies: 3
Views: 862

Re: statistics fluids/liquids

Its added for 0.15
by Klonan
Tue Jan 03, 2017 9:19 pm
Forum: Modding interface requests
Topic: create_entity{fast_replace=true} used for ghosts
Replies: 3
Views: 1396

Re: create_entity{fast_replace=true} used for ghosts

I specifically want to emulate the fast_replace behavior when placing by hand, but allow bots to do it. Currently I create the ghost, and then check the ghost regularly if a bot is standing on it with the item and then do a create_entity call with the ghost.ghost_name, which removes both the origin...
by Klonan
Tue Jan 03, 2017 8:54 pm
Forum: Modding interface requests
Topic: create_entity{fast_replace=true} used for ghosts
Replies: 3
Views: 1396

Re: create_entity{fast_replace=true} used for ghosts

Create entity doesn't do all the classic collision checks, if you want to check for entities before creating the ghost then you can use:
http://lua-api.factorio.com/latest/LuaS ... ace_entity
by Klonan
Tue Jan 03, 2017 8:51 pm
Forum: Technical Help
Topic: Disable Catching up feature
Replies: 15
Views: 6850

Re: Disable Catching up feature

yes but this requires someone to A) be an admin of the server and the rights to be able to do that. b) someone to actually be on the server at the time of someone catching up to solve this issue or someone able to be at the fingers touch of the command line of the server to be able to pause it. A) ...
by Klonan
Tue Jan 03, 2017 6:30 pm
Forum: Technical Help
Topic: Disable Catching up feature
Replies: 15
Views: 6850

Re: Disable Catching up feature

Like i said, Mods don't have any impact on how long it takes to catch up, you can have a game with 1000 mods catchup quicker than a vanilla factory Catching up is your game processing the world faster than the server is, so that you can 'catchup' to the current state of the map, it is completely dep...
by Klonan
Tue Jan 03, 2017 1:04 pm
Forum: Technical Help
Topic: Disable Catching up feature
Replies: 15
Views: 6850

Re: Disable Catching up feature

A new implementation needs to be made on that front since the catchup system is no good for the vast majority of factorio players (being the modding community). Which we see as yes maybe an older system that for sure is not better for vanilla but generally if you are using mods it adds more time to...
by Klonan
Tue Jan 03, 2017 11:48 am
Forum: Technical Help
Topic: my Name in the Game is gorn????
Replies: 5
Views: 1867

Re: my Name in the Game is gorn????

Hugorm wrote:Thanks. but Now it says "Membership: Free upgrade" I tryed to pus sumit and tryed my old aktivason code too and it dit't work. .
Okay should be fixed (again) now
by Klonan
Mon Jan 02, 2017 7:56 pm
Forum: Technical Help
Topic: my Name in the Game is gorn????
Replies: 5
Views: 1867

Re: my Name in the Game is gorn????

Hugorm wrote:Help
i login and i cude see the i was downgrade from Mining Drill Operator To Transport Belt Repair Man.
I had my Name in the game :cry:
I have fixed this for you
by Klonan
Mon Jan 02, 2017 7:51 pm
Forum: Ideas and Suggestions
Topic: Player made campaigns
Replies: 7
Views: 2741

Re: Player made campaigns

Campaigns can be put into mods. Can they? Because a campaign also requires a save game, I don't think you can put those in mods. And it would be pretty annoying to go to the mod menu and enable / disable the mod if you want / don't want to play a specific campaign. Yes. You can include a blueprint....
by Klonan
Wed Dec 28, 2016 6:05 pm
Forum: Technical Help
Topic: extreme lag
Replies: 1
Views: 718

Re: extreme lag

hey guys have been working on a mega base with a friend, we have been playing this one game for over 6 months, we are now 250 hours in and the game has become totally unplayable, its playable in single player for both of us (at a reduced framerate), yet when we play multi player i have a control in...
by Klonan
Tue Dec 27, 2016 10:43 pm
Forum: Multiplayer
Topic: my acount cant go thought the user verification reqired
Replies: 2
Views: 1230

Re: my acount cant go thought the user verification reqired

Everything looks find for your account on our system,
Are you sure you're trying to join with the correct username?
by Klonan
Tue Dec 27, 2016 10:27 pm
Forum: Technical Help
Topic: GOG version can't play with Steam
Replies: 1
Views: 1274

Re: GOG version can't play with Steam

Hi I bought factorio on the pretense that I could play with my mates on steam, however I can't find their game in the server browser. Can anyone help me join their game? Thanks The GOG and steam versions of the game should have no problem connecting to one another, This seems more like an issue wit...
by Klonan
Mon Dec 26, 2016 12:27 pm
Forum: Modding help
Topic: for i=1,#table a lot slower than for k,v in pairs (table)?
Replies: 12
Views: 4207

Re: for i=1,#table a lot slower than for k,v in pairs (table)?

The behaviour of this function to merge red and green wires is confusing me. This is the version I was using up until now. function GetCircuitValues(entity) local greenWire = entity.get_circuit_network(defines.wire_type.green) local redWire = entity.get_circuit_network(defines.wire_type.red) local ...
by Klonan
Sat Dec 24, 2016 10:29 pm
Forum: Modding help
Topic: attempt to index upvalue '_ENV' (a nil value)
Replies: 3
Views: 2479

Re: attempt to index upvalue '_ENV' (a nil value)

You are trying to save a function in the global table, Something like this: global.this_function = function () game.print("Hello function") end When the game is saved, the lua serializer is unable to save any functions, only tables and some other data types, so the function is not preserved.
by Klonan
Sat Dec 24, 2016 3:47 pm
Forum: Ideas and Suggestions
Topic: Blueprint Portal
Replies: 10
Views: 5069

Re: Blueprint Portal

A blueprint portal might not be made for the same reason we don't have a 'savegame portal', a blueprint is sort've a creative convenience, you apply your own creativity and knowledge to design a setup, and then use the blueprint to easily use your complex design. But i do see the demand, i have seen...
by Klonan
Fri Dec 23, 2016 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
Replies: 22
Views: 23397

Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals

it's a big problem on big base like mine, because every 10 mins a train is stuck because the train try to do more that 360° turn on a circle ... blocking itself. . This seems more like a design problem than an issue with the train pathing With trains rerouting mid-intersection all bets are off. Not...
by Klonan
Fri Dec 23, 2016 5:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
Replies: 22
Views: 23397

Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals

fregate84 wrote:it's a big problem on big base like mine, because every 10 mins a train is stuck because the train try to do more that 360° turn on a circle ... blocking itself.
.
This seems more like a design problem than an issue with the train pathing
by Klonan
Fri Dec 23, 2016 2:54 pm
Forum: Pending
Topic: [14.21] Game Crash during Resuming Multiplayer Map
Replies: 3
Views: 1363

Re: [14.21] Game Crash during Resuming Multiplayer Map

I can't seem to reproduce this crash in 0.15

If the issue occurs again, please make a new bug report

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