Search found 5206 matches

by eradicator
Sat May 04, 2019 11:34 am
Forum: Implemented mod requests
Topic: Assembling-machine with built-in productivity
Replies: 24
Views: 7792

Re: Assembling-machine with built-in productivity

Not as far as I'm aware. My mod (https://mods.factorio.com/mod/seablock-mining) works around this by making invisible beacons under the relevant entities with productivity modules in them. Thanks, I'll have to mimic something similar some time. Btw, before 0.17 and the event of energy_source{type=&...
by eradicator
Sat May 04, 2019 11:17 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23368

Re: Somethings not (or hidden) in doc but you need to know

here I can protect moda against by clicking on modb cancel button, but I can't protect modb to be triggered wjen clicking on moda cancel button Preventing existing bugs in other mods from being discovered is not part of my coding strategy. Let it explode in their face so they can fix it is (and yes...
by eradicator
Thu Dec 06, 2018 4:41 pm
Forum: Modding help
Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
Replies: 8
Views: 2687

Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?

I am impatient. Also, not sure the fluid mechanics themselves are changing in 0.17, only the optimizations. That's what i take away from the FFF. There was speculation in the FFF if the fluid mechanics do change or not. Dominik sounded vague enough about the subject that i'd guess they do. Also, mo...
by eradicator
Thu Dec 06, 2018 2:03 pm
Forum: Modding help
Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
Replies: 8
Views: 2687

Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?

It's been quite a while since i experimented with this, but i remember i succeeded at making fluids flow really fast (i.e. like 100 times faster). I don't remember the details, but the fluid itself has some related values: pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, All base game flu...
by eradicator
Thu Dec 06, 2018 1:54 pm
Forum: Mod portal Discussion
Topic: [Solved] Summary field newline support
Replies: 3
Views: 1676

Re: [Request] Summary field newline support

I want that too. Single-line multi-language descriptions are ugly: https://mods.factorio.com/mod/ScreenshotHotkey
Alternatively i'd be happy with full multi-language support for the whole mod portal too ;).
by eradicator
Thu Dec 06, 2018 1:44 pm
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 55314

Re: Version 0.16.24

You can't please everyone. Some people are paranoid about their privacy. Others just don't give a fuck and display their most private information on social networks. Most are somewhere in between. I had a colleague at work who, every time he used his phone to call someone, used it a second time to ...
by eradicator
Wed Dec 05, 2018 11:09 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 509643

Re: Simple Questions and Short Answers

They can take from some orientations of underground belts, although I forget which ones. Whilst they do pick up better from some orientation of underground belts than others, they can take from every orientation if the contents of the belt are moving slowly enough. Well yes, I meant at full speed (...
by eradicator
Sun Dec 02, 2018 9:28 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 39401

Re: Friday Facts #270 - HR Substation & Save/Load overview

Zavian wrote:
Sun Dec 02, 2018 3:15 am
How and why does this improve gameplay?
Any sort of loss can and will simply be countered by building larger power plants. The three power options fuel, solar and nuclear are all dirt cheap to expand. With nuclear probably being cheapest.
by eradicator
Sun Dec 02, 2018 9:24 pm
Forum: Minor issues
Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Replies: 10
Views: 3448

Re: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.

Most likely the process is saved in the machine and when the mod is removed the total progress needed changes resulting in it having several crafts worth of progress already saved. I originally discovered the bug while testing circuit build layouts, which included running the layout for at least eq...
by eradicator
Sat Dec 01, 2018 4:45 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51131

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

The arithmetic combiner is a 1x1 tile shifted 1/2 a tile. The yellow light doesn’t have any wires connected. Right next to the until now not shown...HD gate+walls. I also see a HD big-pole. The half-brokenness of the big pole fits very nicely. Maybe the substation should be a bit more rusty too. Ju...
by eradicator
Sat Dec 01, 2018 2:50 pm
Forum: Translations
Topic: German "Notice" message dialogue has erroneous title.
Replies: 2
Views: 1795

German "Notice" message dialogue has erroneous title.

I just saw someone post this: https://forums.factorio.com/download/file.php?id=40900 In English the window title of error messages is "Notice". A "Notiz" in German is a memo (i.e. like one found on a post-it), the window title should be "Hinweis", or more context aware ...
by eradicator
Sat Dec 01, 2018 2:41 pm
Forum: Gameplay Help
Topic: Pump does not work in some positions
Replies: 3
Views: 1411

Re: Pump does not work in some positions

Not really enough info to be sure, but I think I recall an issue of pumps not connecting properly if the station isn't straight. This. Pumps can not connect to trains if the station has curved rails. It won't work regardless of what you try. Curved stations sadly aren't supported for anything. They...
by eradicator
Sat Dec 01, 2018 12:38 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51131

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

With this picture, the game should be sold in a box! And yes, concerning the picture I was thinking in the box of a physical copy of the game. Something that maybe never happens, but I would love so much to do. I‘d at once buy the box, even if its being shipped without the game !!! (Collectors Box?...
by eradicator
Sat Dec 01, 2018 12:30 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 39401

Re: Friday Facts #270 - HR Substation & Save/Load overview

And the devs' answer has always been "No". It doesn't mean it will never be "Yes", but that's highly unlikely, because the gains (additional realism and complexity) are likely to be too expensive (significative hit on performance, hence a de-optimization, and lowering mechanical...
by eradicator
Sat Dec 01, 2018 10:55 am
Forum: Minor issues
Topic: Mining over multiple infinite resource entities - bug?
Replies: 3
Views: 1806

Re: Mining over multiple infinite resource entities - bug?

@Moderation: Move to bug reports? Anything in the entity-info-panel on the right is entirely up to the engine, nothing you can do about it (except bug reports). As far as i know angels has the infinite tiles randomly sprayed into normal ores, so it might simply be very uncommon to have a standard mi...
by eradicator
Sat Dec 01, 2018 10:50 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51131

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

That GUI tool looks very nice, and i greatly appreciate you not withholding it from us modders. What does it show btw, if part of a style is manually overwritten? I.e. Element.style='style-name' Element.style.top_padding=5. Also the GUI layout overlay (ctrl+f5) would be even better if it used differ...
by eradicator
Sat Dec 01, 2018 10:00 am
Forum: Technical Help
Topic: Will not download the maps for multiplayer
Replies: 2
Views: 1068

Re: Will not download the maps for multiplayer

Does this happen on every server? I.e. have you tried joining a random public server (preferrably one physically close to you) to verify?
I remember there was a bug when the server sets the donwload speed limit too low, but don't rememeber if that's fixed for 0.16.51 or 0.17.
by eradicator
Sat Dec 01, 2018 9:43 am
Forum: Minor issues
Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Replies: 10
Views: 3448

Re: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.

TruePikachu wrote:
Fri Nov 30, 2018 12:15 am
I'm assuming the version you released the other day?
The version is irrelevant. The bug happens when the mod is disabled. And there exist no force bonusses that could affect assemblers even if i wanted to.
by eradicator
Thu Nov 29, 2018 6:07 pm
Forum: Minor issues
Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Replies: 10
Views: 3448

[0.16.51] Assemblers remain fast even after removing faster-assemblers mod.

Reproduction: start an unmodded game build stuff save game install Over 9000! load game save game disable Over 9000! load game -> bug Or load the demo savegame without any mods , open an assembler gui and see that it produces instantly. If the assembler is destroyed and rebuilt by bots it behaves n...

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