Search found 478 matches
- Tue Apr 25, 2017 4:09 am
- Forum: Not a bug
- Topic: [0.15.1] locomotive missing renaming
- Replies: 7
- Views: 1792
Re: [0.15.1] locomotive missing renaming
However this doesn't really matter, and i wouldn't consider it a bug It does matter, when other items were renamed in the past their files were renamed aswell. It makes no difference in the game, the filenames are only used in the entity definitions One of the changes stated in the 0.15 release is ...
- Mon Apr 24, 2017 9:42 pm
- Forum: Not a bug
- Topic: [0.15.1] locomotive missing renaming
- Replies: 7
- Views: 1792
[0.15.1] locomotive missing renaming
Not sure if this is the place to post it. In 0.15 the name of the diesel locomotive was changed to locomotive. Seems like that change only happened in the type and name in the prototype and not in the graphics folders and files associated with the locomotive. An example: Currently the icons path is ...
- Mon Apr 24, 2017 3:32 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 141826
Re: Friday Facts #187 - Space science & 0.15 graphics
I'm hoping that heat pipe is just a power source, so both boilers are the same entity type with different stats set, same with the Steam engine and turbine, I hope they're just the same entity with different stats set. Yes, yes and yes. Heat pipe is power source, boiler and heat exchanger are same ...
- Sat Apr 22, 2017 5:51 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307115
Re: [MOD 0.14.x] WaiTex 1.2.0: A HD Texture Pack
I realise that 0.15 is right around the corner, but my base is getting bigger every day and every detail counts, so I extracted waitex, deleted the zip, went into the folder and ran this command: find . -type f -iname '*.png' -exec pngquant --skip-if-larger --strip --ext .png --force {} \; Which re...
- Sat Apr 22, 2017 1:01 am
- Forum: General discussion
- Topic: Performance with HD textures
- Replies: 12
- Views: 5234
Re: Performance with HD textures
This is ofcourse with all texture being high res which 0.15 won't have. For 0.15 you are probably good if you have atleast 2GB.Loewchen wrote:Furthermore the minimum VRAM for the HD textures is 4GB.
https://www.reddit.com/r/factorio/comme ... s/dgkgl5x/
- Fri Apr 07, 2017 3:05 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 48461
Re: Friday Facts #185 - Progress report
Sounds like a release next week
- Mon Apr 03, 2017 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15] Can't press tab to remove message overlay
- Replies: 3
- Views: 2680
[Rseding91] [0.15] Can't press tab to remove message overlay
I was writing in the textbox marked by the red arrow when a rocket launched without a satelite. I can't press tab to remove the message because i am still writing in the textbox. Steps to reproduce: Launch a rocket without a satelite. Quicly open a trainstop and edit the name. Wait for message to po...
- Wed Mar 15, 2017 6:23 pm
- Forum: Mod portal Discussion
- Topic: Graphic Mods
- Replies: 1
- Views: 9618
Re: Graphic Mods
I think you are looking for WaiTex. It's a HD texture pack.
If you can wait then 0.15 will include HD textures aswell.
If you can wait then 0.15 will include HD textures aswell.
- Fri Mar 03, 2017 2:07 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67050
Re: Friday Facts #180 - Map interaction
In addition to this, maybe a search bar in the map window where you can search for specific entities to highlight them.Rhamphoryncus wrote:Nice stuff! How about a way to highlight or search for specific ores? It comes up most often with mods but I've seen vanilla players have trouble spotting things too.
- Mon Feb 27, 2017 10:51 pm
- Forum: Modding help
- Topic: Replicators; Graphics
- Replies: 7
- Views: 3020
Re: Replicators; Graphics
In the method make_replicator you have defined two different assembling-machines with the same name name = "replicator-"..tier The second definition overrides the first one which is why nothing happens when you make changes in the first one. The second one is specificly set to use filename...
- Fri Feb 24, 2017 1:58 am
- Forum: Off topic
- Topic: The most complicated Equation you can think of
- Replies: 15
- Views: 6315
Re: The most complicated Equation you can think of
I cheated. My computer came up with this one. You may get an error if you try run the function depending on the precision of the program running it. f(x) = 1+(cos(ln(x/exp((x+x^arccos(sqrt(1/(arcsin(ln(tan(sqrt(ln(exp(2*x/(Pi-2*arccos(cos(arcsin(x)^2/(1+arcsin(x)^2)))))-x)/ln(10)))+1)/ln(10))+tan(si...
- Tue Feb 21, 2017 5:50 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 9247
Re: Barrels post-tanker?
You do realize that barreling is the superior method? Basically it's the advanced way to do fluid. MIght end up being something only people playing at a higher level, like megabases builds, uses, but it should actually be what everyone does. Why is it the superior method? He probably assumes you ca...
- Fri Feb 17, 2017 11:04 pm
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 29686
Re: Optimize Drone Movement
Assume a base has 20.000 robots in a network, they always have something to do and don't need to recharge. If we assume an average travel time for each robot to be 4sec then 20.000 / 4 = 5000 robots need to pathfind per second. Factorio runs at 60UPS which means that factorio would have to process 5...
- Sat Feb 11, 2017 12:21 pm
- Forum: Technical Help
- Topic: Why is my savefile still so large?
- Replies: 5
- Views: 1907
Re: Why is my savefile still so large?
What kind of entities could that be? It's mainly trees and ores tree-02-red 101684 tree-05 446344 tree-04 446842 dead-dry-hairy-tree 21199 tree-02 117166 dead-grey-trunk 8580 dead-tree 10 tree-09-red 15595 tree-07 15786 dry-hairy-tree 12 tree-08 1066 tree-08-red 264 tree-08-brown 264 tree-03 1869 t...
- Sat Feb 11, 2017 11:02 am
- Forum: Technical Help
- Topic: Why is my savefile still so large?
- Replies: 5
- Views: 1907
Re: Why is my savefile still so large?
Lets see what fills so much in that save file. The original file was 91.2MB. Saving the file with no mods reduced the file size to 90.3MB I then ran the following command to delete all entities /c for _, ent in pairs(game.surfaces.nauvis.find_entities()) do ent.destroy() end After that the save file...
- Sun Feb 05, 2017 11:05 pm
- Forum: Modding help
- Topic: Figuring width and height of textures
- Replies: 5
- Views: 3475
Re: Figuring width and height of textures
And some method for cropping empty space by sprites for sprite sheet? If you mean going from this http://i.imgur.com/sHkZYpx.png to this http://i.imgur.com/863n1k6.png Then the game already does that for you when it loads the mod. With a zipped mod it probably only takes a dozen bytes extra per tex...
- Sun Feb 05, 2017 2:15 am
- Forum: Modding help
- Topic: Error when attempting to change loot of biter spawners
- Replies: 3
- Views: 1061
Re: Error when attempting to change loot of biter spawners
You can't refer to a variable with a - in it like that. You have to refer to it the same way you did to the biter-spawner variable. Replace line 3 with:
Code: Select all
data.raw["demo-enemies"]["biter-spawner"].loot =
- Sat Feb 04, 2017 4:35 am
- Forum: Modding help
- Topic: Figuring width and height of textures
- Replies: 5
- Views: 3475
Re: Figuring width and height of textures
width = (sprites along x axis) / (texture width) height = (sprites along y axis) / (texture height) shift i have no idea but YuokiTani made a tool to calculate it https://forums.factorio.com/viewtopic.php?f=135&t=12171&p=82661&hilit=calculate+shift#p81858 scale depends on what size you w...
- Fri Feb 03, 2017 6:42 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47002
Re: Friday Facts #176 - Belts optimization for 0.15
This is some impressive optimization work. At this point is it still true that bots are better for performance than belts in 0.15?
- Sun Jan 29, 2017 1:55 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 307115
Re: [MOD 0.14.x] WaiTex 1.2.0: A HD Texture Pack
Hi, first of all thanks for this awesome mod! ETA for 1 Gb vram version of the 1.2.0 release? Thanks. Sorry for the late response. I don't think i will make one this time around. Atleast not before 0.15 is out. If HD in 0.15 doesn't cover enough entities then i will update WaiTex to 0.15 and releas...