Search found 17 matches
- Fri Apr 16, 2021 3:59 am
- Forum: Modding interface requests
- Topic: Get electric network information using API
- Replies: 6
- Views: 1524
Re: Get electric network information using API
I'm not sure, I'll give it a go. More cumbersome than the other statistics, and it might have issues when joining/separating networks though.
- Fri Apr 16, 2021 3:23 am
- Forum: Modding interface requests
- Topic: Get electric network information using API
- Replies: 6
- Views: 1524
Get electric network information using API
I'd like a way to get all the electric networks given a force or surface. Currently the only way is to access electric_network_statistics from an entity, and it seems overkill to search for all power poles in the surface, then get all electric_network_statistics from each pole (let alone the issue o...
- Sat Mar 09, 2019 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.9][Mod] Crash with recipe change when it involves fluids
- Replies: 2
- Views: 2192
[Dominik] [0.17.9][Mod] Crash with recipe change when it involves fluids
This is a heavily modded game, it's essentially seablock. The mods are either for 0.17 or 0.16 with patches from (https://forums.factorio.com/viewtopic.php?f=190&t=66506) applied. One of the mods updated, changing a recipe from using water to using some gas. When loading an existing save and cli...
- Sat Feb 24, 2018 7:06 am
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 46302
Re:
All the sperging out over uploading crash logs is less about p r ivacy and more about piracy. Thieves don't like it when their stolen goods phone home. I own windows 10 and factorio, I hate it that windows 10 has mandatory tracking, because I don't trust microsoft. However I don't mind factorio upl...
- Sat Mar 11, 2017 12:41 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 38455
Re: Friday Facts #181 - Calm before the storm
I agree with bman212121, the stream would have already gotten money from the customer, unless the customer issues a chargeback, the streamer wouldn't get hurt by you disabling the key. Having a separate version that is the press version might help, although I assume you are fairly limited in what st...
- Thu Aug 13, 2015 9:21 am
- Forum: Mods
- Topic: [MOD 0.12.x] Reverse Factory
- Replies: 32
- Views: 49329
Re: [Mod 0.12.x] Reverse Factory
It's possible to exploit this to generate infinite resources. I put an assembler creating gear wheels with productivity modules, and fed the gear wheels into the recycler to get the iron back, and then repeated the process. This is because of the "free" gear wheels the productivity modules...
- Sun Jul 19, 2015 10:43 pm
- Forum: Implemented mod requests
- Topic: [Request] onentityclick event
- Replies: 4
- Views: 9580
Re: [Request] onentityclick event
I attempted to do a similar thing, with the accumulator as a base.
DyTech had a workaround where it would add a button in the top left corner that was only visible near the required building, but that isn't as nice as an on entity click event.
DyTech had a workaround where it would add a button in the top left corner that was only visible near the required building, but that isn't as nice as an on entity click event.
- Sun Jul 19, 2015 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: Infinte loop causing game freeze
- Replies: 1
- Views: 1163
Infinte loop causing game freeze
This has only happened since 0.12, it has happened in multiplayer and singleplayer. When playing multiplayer the other clients crashed, while I (the server) just froze. When this happened in singleplayer I jumped into the debugger to see if I could help find the cause. The renderer thread is still r...
- Sun Jul 19, 2015 8:55 am
- Forum: Show your Creations
- Topic: My Iron and Copper system, with buffer
- Replies: 16
- Views: 23293
Re: My Iron and Copper system, with buffer
Personally when I started out, between all my assemblers I would stick a chest, so then they can fill up. I still do a similar thing with plates, and other raw materials, but between the assemblers it is just overkill. My new strategy is to use foreman to create the assembly graph for a certain prod...
- Sun Jul 19, 2015 7:06 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Gun Carriage/Laser Carriage
- Replies: 5
- Views: 12468
Re: [Request] Gun Carriage/Laser Carriage
The 5dim mods has this feature, as well as electric train and electric train tracks. The main downside is that the carriages need to stop to work, so they aren't ideal. I think this is due to modding restrictions rather then a design decision however.
- Sun Jul 12, 2015 12:00 pm
- Forum: Mods
- Topic: [0.11.22] Recycling Plant
- Replies: 33
- Views: 45456
Re: [0.11.22] Recycling Plant
After a lot of trial and error, I have gotten it to dynamically inspects the data.raw and add recipes. I'm still playing around with it, it's certainly not finished.
On a side note, I hate lua. And factorio needs mod debugging tools, even if it was a printf
On a side note, I hate lua. And factorio needs mod debugging tools, even if it was a printf
- Tue Sep 30, 2014 1:49 am
- Forum: News
- Topic: Friday Facts #53 Multikulti Mutliplayer
- Replies: 35
- Views: 30650
Re: Friday Facts #53 Multikulti Mutliplayer
I really appreciate how open you are with your development, it really shows a love for your community that most other companies just don't have. Keep up the good work, I look forward to playing factorio with friends.
- Mon Sep 15, 2014 5:03 am
- Forum: Ideas and Suggestions
- Topic: [low prio, for later] Dynamically linked allegro executable
- Replies: 4
- Views: 2451
Re: [low prio, for later] Dynamically linked allegro executa
Personally I want a dynamic allegro library for a different reason, the last time I played on linux I had sound issues due to ubuntu and pulseaudio. If the allegro library was dynamically linked in, I could have fixed it a lot easier just by replacing the factorio allegro library with one that had p...
- Wed May 14, 2014 9:23 pm
- Forum: General discussion
- Topic: Save game file size + autosave lags
- Replies: 12
- Views: 5758
Re: Save game file size + autosave lags
The saves are already slightly compressed, they are stored in a .zip file. The easiest way to speed it up would be to save it in ram, then compress and save to the hdd on a separate thread. Not as quick as saving it all asynchronously, but the two major bottlenecks (hdd access and compression) would...
- Tue May 06, 2014 8:48 am
- Forum: 1 / 0 magic
- Topic: Factorio [0.9.1] Sprite couldn't be loaded
- Replies: 8
- Views: 11205
Re: Factorio [0.9.1] Sprite couldn't be loaded
I had a similar problem with one of the textures from F-Mod. It was with 0.9.8, texture worked fine normally, but this was only an issue on linux. Same mod, same computer, worked fine on windows. I haven't tested low graphics mode on linux to see if that solves the problem.
- Sat May 03, 2014 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 16490
Re: [0.9.* & 0.8.8] Major sound delay on Linux
I haven't tried debugging the alsa delay yet, I can use oss with the padsp oss wrapper, pulseaudio works when I build allegro myself, therefore since it doesn't work in factorio I assume it isn't compiled in.
- Fri May 02, 2014 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 16490
Re: [0.9.* & 0.8.8] Major sound delay on Linux
I have the same issue (Ubuntu 14.04 x64), however the oss, pulseaudio and openal options all crash the game on startup, and the alsa option causes a >1 second delay.