Search found 226 matches

by ThaPear
Wed Jul 29, 2015 2:22 pm
Forum: General discussion
Topic: 12.1 Splitters
Replies: 15
Views: 14801

Re: 12.1 Splitters

Current splitters have some strange behavior - I noticed that if my consumption is preliminary focused on one lane the other lane will back up. And that backup will be preserved by splitters - they won't use incoming items from left lane to fill up right lane. This ends up with one lane standing st...
by ThaPear
Tue Jul 28, 2015 9:33 am
Forum: Ideas and Suggestions
Topic: Even better way of cursor stack refill
Replies: 6
Views: 2127

Re: Even better way of cursor stack refill

This is actually a very good idea. I'd love this over the current system.
by ThaPear
Fri Jul 24, 2015 10:05 pm
Forum: News
Topic: Friday Facts #96 - The fixing phase
Replies: 51
Views: 37514

Re: Friday Facts #96 - The fixing phase

So, you want the game to just hang for a few seconds as it autosaves? In that case, you're out of luck – we definitely want to tell the user that the game is doing something instead of just hanging for a bit. Yes, I do. You don't forget about unexperienced users, which is good and important. But ma...
by ThaPear
Fri Jul 24, 2015 11:16 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339297

Re: [0.12.x] Rail Tanker - Liquid transpor

Moved to convenience, I think this is more game-changing, than just adding items. I believe this is a bad move. It's a mod that adds a new entity and should be categorized as such. If mods start being categorized based on opinions of how useful they are, it starts becoming a mess. That said, I love...
by ThaPear
Fri Jul 24, 2015 11:10 am
Forum: Mods
Topic: [0.12.0 WIP] Tug
Replies: 13
Views: 17479

Re: [0.12.0 WIP] Tug

Sweet! This is the first mod I've seen that does anything interesting with the water.
It does indeed need graphics though, maybe you could prod YuokiTani for some. ;)
by ThaPear
Thu Jul 23, 2015 9:20 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68096

Re: [0.12.X] SimpleTeleporters

I'd recommend looking at accumulator type of entities. You can give them big buffer to slowly charge and then consume some energy for the teleport when executing the action. This also opens possibility of teleport upgrades (bigger buffer and/or faster charging) that would allow for higher range or ...
by ThaPear
Wed Jul 22, 2015 7:56 pm
Forum: Modding help
Topic: placement constraints
Replies: 1
Views: 1346

Re: placement constraints

Unfortunately you cannot restrict arbitrary entities to specific locations.
You could use a dummy signal entity to place it and then use control.lua to replace it with whatever entity you wish to constrain to the railways.
by ThaPear
Tue Jul 21, 2015 4:55 pm
Forum: Modding help
Topic: On_PrePlayer_Mined_Entity entity cannot be table.removed?
Replies: 5
Views: 2064

Re: On_PrePlayer_Mined_Entity entity cannot be table.removed?

The function table.remove accepts an index and removes the object at that index from the table. Imagine you insert entity 1-5 into a table, you'll have the table ents = {ent1, ent2, ent3, ent4, ent5} To remove ent3 you'll have to do table.remove(ents, 3). The table is now: ents = {ent1, ent2, ent4, ...
by ThaPear
Mon Jul 20, 2015 3:43 pm
Forum: General discussion
Topic: 0.12 - Stone and concrete path 'mine a path'
Replies: 7
Views: 13681

Re: 0.12 - Stone and concrete path 'mine a path'

You can only remove placed path with robots or while holding either path. The tooltip stresses that you can remove a path whilst holding the item to place it.
by ThaPear
Mon Jul 20, 2015 10:33 am
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 67506

Re: Friday facts #95 - 0.12 Release today

oLaudix wrote:
ThaPear wrote:How about the game checks it it's a save of the same game and overwrites without asking if it's the same game but asks for a confirmation when it's not.
Thats way 2 complicated for task at hand ...
And a github repository for savegames isn't?
by ThaPear
Mon Jul 20, 2015 10:09 am
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 67506

Re: Friday facts #95 - 0.12 Release today

How about the game checks it it's a save of the same game and overwrites without asking if it's the same game but asks for a confirmation when it's not.
by ThaPear
Tue Jul 07, 2015 4:46 pm
Forum: Ideas and Suggestions
Topic: More smart inserter options
Replies: 10
Views: 3367

Re: More smart inserter options

For some reason whenever I do the add/subtract 1 it always puts in or removes more than i want it to. And without the combinators yet i cant do a greater than or equal to condition. And I was thinking more compact by just having the smart inserter for in the middle of a factory trying to draw from ...
by ThaPear
Tue Jul 07, 2015 10:51 am
Forum: Modding help
Topic: How to add wire conditions to items that do not already have
Replies: 1
Views: 1168

Re: How to add wire conditions to items that do not already have

I do not think it is possible as I do not believe the current status of a signal is available to lua.
by ThaPear
Mon Jul 06, 2015 12:07 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 210425

Re: Electric energy

You fear everyone having it because of what they could do; likewise you fear everyone having a gun because they might shoot someone. Well, in my eyes it is a simple calculation: The chance that a bad accident happens multiplied by the damage. Let's assume some simple numbers: Guns: Chance, that an ...
by ThaPear
Sun Jul 05, 2015 1:27 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67526

Re: [0.11.22] Automated Red Alert harvesters 0.1.0

I'll probably add an easy way to do it in the next version, which I'll do when 0.12 is out. In the meantime n9103's suggestion will work.
by ThaPear
Sun Jul 05, 2015 11:49 am
Forum: Ideas and Suggestions
Topic: Trees more obvious on map
Replies: 10
Views: 4659

Re: Trees more obvious on map

i also was annoyed by the fact that the trees are way too hard to see on the minimap, so i tried to change the color of the trees, but couldnt find any parameters for that. so i changed the color of the grass on the minimap, which actually worked. but still the trees are hard to see. (btw the map r...
by ThaPear
Sun Jul 05, 2015 9:00 am
Forum: Mods
Topic: Attacks
Replies: 11
Views: 13923

Re: Attacks

Qippler wrote:I don't think you did understand me it don't relly mater how many turrets/ammo types I have a when the attacks spawn in side my base
You probably have a small hole somewhere in your walls. Happened to me too when I started playing Factorio.
by ThaPear
Sun Jul 05, 2015 8:27 am
Forum: Won't implement
Topic: GUI Override
Replies: 6
Views: 6968

Re: GUI Override

kiba wrote:Would it be possible to override the default UI with something else entirely?
Nope, unfortunately this is currently not possible.
by ThaPear
Sat Jul 04, 2015 8:19 pm
Forum: Mods
Topic: Attacks
Replies: 11
Views: 13923

Re: Attacks

Qippler wrote:I cant se any polotion lv
If you press ALT you will enable the overlay in the minimap and the large map. The red area shows how much pollution is in a certain area.
by ThaPear
Wed Jul 01, 2015 12:39 pm
Forum: Ideas and Requests For Mods
Topic: RTS - Command Units Mod
Replies: 4
Views: 7827

Re: RTS - Command Units Mod

That sounds like an awesome idea :D! I think if i where to do such a mod i would probably have for simplicity the machines to move in straight lines between two points you have put down :) How? Well when they move they use the findentitiesfiltered function to look for that point you put down. And w...

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