Search found 34 matches

by TBog
Tue Oct 27, 2015 2:34 pm
Forum: Releases
Topic: Version 0.12.12
Replies: 17
Views: 34665

Re: Version 0.12.12

how can i fix this line in upgrade planner? ruleset_grid["upgrade-planner-" .. type .. "-" .. index].caption = game.get_localised_item_name(stack.name) ive tried a bunch of ways to write it and i guess i dont know enough about lua to get it Maybe something like this? ruleset_gri...
by TBog
Tue Oct 20, 2015 3:36 pm
Forum: Releases
Topic: Version 0.12.12
Replies: 17
Views: 34665

Re: Version 0.12.12

Maybe I am dumb, but how do I use this: game.get_localised_entity_name is replaced by LuaEntityPrototype::localised_name read property. The same for technology and item. to fix my mods? I tried replacing game.get_localised_item_name with LuaEntityPrototype::localised_name and instead I am just gett...
by TBog
Fri Sep 25, 2015 1:47 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202372

Re: [MOD 0.12.x] Advanced Logistics System

Outsider wrote:
sadris wrote: Same issue here i think, you seem to be using version 0.2.1 of the mod, and this issue was fixed in a later release, please update and let me know if you still have issues.
I am using the version from http://www.factoriomods.com/mods/advanc ... ics-system
It is version 0.2.1
Thank you.
by TBog
Wed Sep 23, 2015 7:24 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202372

Re: [MOD 0.12.x] Advanced Logistics System

I have a lua crash when loading up the map: http://i.imgur.com/6WdcKu8.png Here is the save file and all the mods in use: http://speedy.sh/yCeHZ/error.zip I can disable Advanced Logistics System and load the map, make a new save, exit, toggle the mod back on and load the new save and everything work...
by TBog
Fri Sep 18, 2015 2:21 pm
Forum: Mods
Topic: [MOD 0.12.x] Cursed JP - v0.0.2
Replies: 8
Views: 27934

Re: [MOD 0.12.x] Cursed JP - v0.0.2

Can't seem to make it work. The thing consumes a lot of energy, but I am still stuck on objects and can't fly over water.
by TBog
Wed Aug 26, 2015 6:52 am
Forum: News
Topic: Friday Facts #100 - So old
Replies: 59
Views: 45892

Re: FFF #100 - So old

It's my impression that those icons are meant only for the Tech Tre, and not to be used to represent the physical items. Ah, that makes more sense! :D Why are you attributing that quote to yourself, and not to me, when I was the one who wrote it? But I am THE ONE ! I wrote all the comments, not you...
by TBog
Tue Jul 07, 2015 9:04 am
Forum: News
Topic: Friday Facts #92 - Personal roboport
Replies: 78
Views: 51983

Re: Friday Facts #92 - Personal roboport

FrozenOne wrote:Roboports on trains.
Then I would need a way to limit the top speed of the train. Sure I can use lots of wagons, but It's an ugly fix.
The conveyor has three speeds.
Maybe we could have an electric locomotive with an included robotport
by TBog
Tue Jul 07, 2015 8:29 am
Forum: News
Topic: Friday Facts #92 - Personal roboport
Replies: 78
Views: 51983

Re: Friday Facts #92 - Personal roboport

The problem with Vehicles is that they're not an early game thing, since setting up Engine production is non-trivial and resource-intensive. What? Making engines for the personal car isn't difficult. The highest tech is green science, and the manufacturing takes iron, steel, and a bit more iron. Ta...
by TBog
Fri Jun 12, 2015 2:41 pm
Forum: General discussion
Topic: Turing completeness
Replies: 9
Views: 12613

Re: Turing completeness

I hope we will eventually be able to make a Factorio game inside the Factorio world.
by TBog
Fri Feb 20, 2015 10:46 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 163463

Re: Count to 1,000,000

168 is an even number, a composite number, and an abundant number. There are 168 primes less than 1000. 168 is the product of the first two perfect numbers. 168 is the order of the group PSL(2,7), the second smallest nonabelian simple group. From Hurwitz's automorphisms theorem, 168 is the maximum p...
by TBog
Thu Feb 19, 2015 10:56 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 216086

Re: Peace with Aliens

Ichigoshollow wrote:Having peace with aliens makes the game completely boring. It would be like playing an RPG and all enemies being your friend. The game would lose all meaning due to no resistance.
Maybe if there were two alien races on the planet. Either make friends with one or the other ... or neither :)
by TBog
Tue Feb 17, 2015 12:00 am
Forum: Resolved Problems and Bugs
Topic: [0.11.11] Strange speed-ups
Replies: 20
Views: 11950

Re: [0.11.11] Strange speed-ups

Rseding91 wrote:
kovarex wrote:Seems that I will have to buy 120Hz screen :0
A couple of these maybe? :D I'll take 2 myself.
This is exactly what I'm using, and I have no Issue, the game (or not?) is limiting me to 60 fps
by TBog
Sat Feb 14, 2015 10:39 pm
Forum: Pending
Topic: [0.11.15][x64 Win7] Crash, unknown reason.
Replies: 1
Views: 3597

[0.11.15][x64 Win7] Crash, unknown reason.

I was placing electric furnaces. The crash happened after I opened the inventory to craft more electric furnaces. I will try to reproduce it. I still have the autosave, If needed I can post a link to the 13MB file. 8058.617900 Info Logger.cpp:152: 2015-02-14 16:18:04; Factorio 0.11.15 (Build 13276, ...
by TBog
Tue Feb 03, 2015 3:23 pm
Forum: News
Topic: Friday Facts #70 - The smooth fps
Replies: 30
Views: 31063

Re: Friday Facts #70 The smooth fps

It seems you need to double buffer the 'data' that is 'collected'. This way you will render data that was generated the previous update while generating data for the next. At least that's what I do. I'm a game developer too. My current setup at home does not need vsync, I'm using a GSync monitor. Is...

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