Search found 91 matches

by Bizz Keryear
Mon Mar 26, 2018 10:49 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 53151

Re: Friday Facts #235 - 0.16 stable

I don't think declaring 0.17 an RC is an good idea there are still a few things to be sorted out and to be improved before release. E.g. Possibility to climb over pipes(in vanilla), or that pavement and cliffs don't mix very well (at least in certain cases). I also would love to have different pipes...
by Bizz Keryear
Sat Oct 28, 2017 5:48 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 67406

Re: Friday Facts #214 - Concrete rendering

There are a few issues. The new "concrete" does certainly look great ... and I would like to keep it as well ... but since it doesn't look like concrete* (as only one reason) not for the cost of the current one . I get that you want to hide the tiles, but Sometimes you DO want to have tile...
by Bizz Keryear
Sun Oct 15, 2017 3:32 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 65288

Re: Friday Facts #212 - The GUI update (Part 1)

This weeks Friday Facts gave me a raging boner. Though there are a few things that I'd like to have when it comes to trains. I always wanted a " GO THERE " option. Which would on one hand work like the normal schedule. You specify a target, ... maybe with the new options, even without a st...
by Bizz Keryear
Sat Oct 07, 2017 6:45 am
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 33315

Re: Friday Facts #211 - The little things

I strongly support some way to blueprint with stuff you don't have. This is a bit of an extreme example, but what if you want to build a nuclear power plant, but all the reactors are int the logistics system? You wither have to craft one by hand (and you probably don't have 500 of each red circuits...
by Bizz Keryear
Sat Oct 07, 2017 6:40 am
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 33315

Re: Friday Facts #211 - The little things

At first, while using the blueprints, I thought: "it would be nice if things would look the when they are constructed. But then I realized that the current way is actually better for early game (before you have robots) because that way you are never confused which way a belt is facing. And trus...
by Bizz Keryear
Thu Jun 15, 2017 3:05 am
Forum: Duplicates
Topic: [0.15.18-0] Landfill bug
Replies: 1
Views: 999

[0.15.18-0] Landfill bug

First sorry for reporting it so late ... I did "switch over"* to a new computer and left most of my credentials on my old (really should make backups more often) one ... including the ones for this forum. So I was playing on my testing map ... which has cheats turned on and lately (but not...
by Bizz Keryear
Sun Jan 08, 2017 1:27 am
Forum: Not a bug
Topic: [0.14.21] Research button sometimes not visible.
Replies: 3
Views: 984

Re: [0.14.21] Research button sometimes not visible.

*facepalm* Yeah, sorry I was really stupid... this save is a little older ... I put away because I played other games ... and forgot where I was ... and somehow overlooked that it was going*. Was just about to delete the thread ... but the answer was already there. Thread can be deleted. Though, I v...
by Bizz Keryear
Sun Jan 08, 2017 1:12 am
Forum: Not a bug
Topic: [0.14.21] Research button sometimes not visible.
Replies: 3
Views: 984

[0.14.21] Research button sometimes not visible.

I remember that this issue was reported before but I can't seem to find it. In 0.14.21 the bug still exists that sometimes on the research screen the research button wonders off and ins't on screen. I tried differed gui sizes and window resolutions but the button for electric engines (and only elect...
by Bizz Keryear
Sat Jan 07, 2017 11:28 pm
Forum: Minor issues
Topic: Starting on a small isle?? Read this before you post!
Replies: 33
Views: 37946

Re: Starting on a small isle?? Read this before you post!

I also call this a bug as well And some of the things said below are quite reasonable, but instead I just would change the map algorithm to create 1 wide land bridges to the land mass until this issue is resolved ... and with the recent changes (being able to create land of your own from stone) mayb...
by Bizz Keryear
Fri Jul 15, 2016 3:15 pm
Forum: Mods
Topic: [MOD 0.13.x+] Improve Move 0.1.0 [Helper Mod]
Replies: 11
Views: 7048

Re: [MOD 0.13.x+] Improve Move 0.1.0 [Helper Mod]

Is it possible to add a config in game that enables you to "hold key" and "toggle"the sneak modifier? Just like how minecraft is. Hold shift to sneak. actually that is what I tired to do, unfortunately the game API doesn't support this. I am currently working on the multiplayer ...
by Bizz Keryear
Fri Jul 08, 2016 8:04 pm
Forum: Mods
Topic: [MOD 0.13.x+] Improve Move 0.1.0 [Helper Mod]
Replies: 11
Views: 7048

Re: [MOD 0.13.x+] Improve Move 0.0.8 [Helper Mod]

Hi mate, I have seen both your requests, but I think there is no "working mods for 0.13" section on this forum any more. There are sections for WIP, but the working mods are now meant to be published on the mod portal. Yeah, but the forum there ... I think no one takes it seriously ... So...
by Bizz Keryear
Fri Jul 08, 2016 7:59 pm
Forum: Mods
Topic: [MOD 0.13.x+] Improve Move 0.1.0 [Helper Mod]
Replies: 11
Views: 7048

Re: [MOD 0.13.x+] Improve Move 0.0.8 [Helper Mod]

Can you please upload your mod to github? this would allow us others to better learn from your mod. And btw, it would also easily allow you to go back to and older codebase in case you messed something up ;) Actually way to lazy to do that. And don't worry about the messed up part .. I used NPP and...
by Bizz Keryear
Thu Jul 07, 2016 9:57 pm
Forum: Modding help
Topic: Need help to make my mod fit for multiplayer
Replies: 6
Views: 1694

Re: Need help to make my mod fit for multiplayer

Ya I was talking more for if there is a mod that adds a static (or changed infrequently) modifier. As for the bug with no armor I fixed that. And I was just aiming for a small little mod to help a little, not trying to figure out exactly how much to offset the player speed. That is not my problem, ...
by Bizz Keryear
Thu Jul 07, 2016 6:13 am
Forum: Gameplay Help
Topic: [0.13.x] Need help to understand the new biter expansion
Replies: 14
Views: 4588

Re: [0.13.x] Need help to understand the new biter expansion

Nexela wrote:I just view it like this

Biter AI changed to cockroach mode. You can never truly get rid of them!
And for one you see there are a million you don't?
by Bizz Keryear
Wed Jul 06, 2016 10:22 pm
Forum: Modding help
Topic: Need help to make my mod fit for multiplayer
Replies: 6
Views: 1694

Re: Need help to make my mod fit for multiplayer

At a glance: redo everything. Not declaring variables with local (local player =....) means that there will be issues, either desyncs or they'll share data (both would be bad). You'll probably need either a bunch of global tables, or one with each player having an entry. Also, I never took into acc...
by Bizz Keryear
Wed Jul 06, 2016 9:38 pm
Forum: Modding help
Topic: Floating Text
Replies: 7
Views: 3598

Re: Floating Text

daniel34 wrote:
Bizz Keryear wrote:Umm, still according to documentation get_surface should be a thing
Not in 0.13. It's not in the 0.13.0 doc and not in the current (0.13.5) one.
http://lua-api.factorio.com/0.13.5/LuaGameScript.html
oki... was also relying on wiki as source of information ... obviously a mistake
by Bizz Keryear
Wed Jul 06, 2016 9:05 pm
Forum: Ideas and Suggestions
Topic: Improvements on the logistic network [logistic robots / storage chests]
Replies: 1
Views: 932

Improvements on the logistic network [logistic robots / storage chests]

A thing that is coming up lately in my plays is the build in inefficiency of the logistics network. When everything is produced and consumed in bulks ... it is fine ... but as soon only single items are consumed ... or produced, the robots starts to fly of for every and each single item and while th...
by Bizz Keryear
Wed Jul 06, 2016 7:42 pm
Forum: Won't implement
Topic: [0.13.x +] Mod API: Add KeyUp Event
Replies: 4
Views: 1942

[0.13.x +] Mod API: Add KeyUp Event

Run into the problem that I needed to figure out when a key is held down. was about to propose something about implementing about implementing .KeyDown and retriggering every tick and such ... Anyway (TL;DR): ... Then I realized a key is held down when it isn't up. What I suggest now is an on_KeyUp ...
by Bizz Keryear
Wed Jul 06, 2016 5:12 pm
Forum: Gameplay Help
Topic: [0.13.x] Need help to understand the new biter expansion
Replies: 14
Views: 4588

[0.13.x] Need help to understand the new biter expansion

till 0.13 you just had to place some item and biters didn't expand to there... Now (as far as I understand it) biters might build a base just outside your turret range in front of your base ... making it really annoying to deal with them. Is that right? Are there more details to the expansion? Care ...
by Bizz Keryear
Wed Jul 06, 2016 4:26 pm
Forum: Modding help
Topic: Need help to make my mod fit for multiplayer
Replies: 6
Views: 1694

Re: Need help to make my mod fit for multiplayer

data:extend({ { type = "custom-input", name = "sneak_modifier", key_sequence = "LSHIFT", consuming = "script-only" -- consuming = "none" }, { type = "custom-input", name = "crawl_modifier", key_sequence = "LCTRL", consu...

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