Search found 226 matches
- 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...
- 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.
- 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...
- 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...
- 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.
It does indeed need graphics though, maybe you could prod YuokiTani for some.
- 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 ...
- 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.
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.
- 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, ...
- 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.
- 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
And a github repository for savegames isn't?oLaudix wrote:Thats way 2 complicated for task at hand ...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.
- 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.
- 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 ...
- 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.
- 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 ...
- 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.
- 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...
Re: Attacks
You probably have a small hole somewhere in your walls. Happened to me too when I started playing Factorio.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
- Sun Jul 05, 2015 8:27 am
- Forum: Won't implement
- Topic: GUI Override
- Replies: 6
- Views: 6968
Re: GUI Override
Nope, unfortunately this is currently not possible.kiba wrote:Would it be possible to override the default UI with something else entirely?
Re: Attacks
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.Qippler wrote:I cant se any polotion lv
- 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...