Search found 83 matches
- Fri Jul 18, 2014 1:09 pm
- Forum: Not a bug
- Topic: [0.10.2][kovarex] Voracious burner inserter
- Replies: 14
- Views: 5624
Re: Voracious burner inserter
Strange, perhaps mods messing up with it.
- Fri Jul 18, 2014 1:08 pm
- Forum: Gameplay Help
- Topic: Question regarding Base Layouts
- Replies: 19
- Views: 6433
Re: Question regarding Base Layouts
If you're really want to split a belt, you can use a trick with underground belts, wiki explains that in details: https://forums.factorio.com/wiki/inde ... anes_trick
- Fri Jul 18, 2014 11:42 am
- Forum: Not a bug
- Topic: [0.10.2][kovarex] Voracious burner inserter
- Replies: 14
- Views: 5624
Re: Voracious burner inserter
Test Setup: 0.10.3
1. Put burner inserter somewhere.
2. Insert stack of wood into it.
3. Drop coal in front of inserter.
4. Inserter eats coal - coal disappears into the void.
1. Put burner inserter somewhere.
2. Insert stack of wood into it.
3. Drop coal in front of inserter.
4. Inserter eats coal - coal disappears into the void.
- Fri Jul 18, 2014 9:48 am
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131148
Re: [0.10.0] RoadWorks
[snip] It'd be interesting if you could force the cars to stay on the pavement, so we never hit any buildings. Similar to how the train moves except you could freely move. Theit8514 described it very well, it would be difficult. The direction a car drives in cannot be changed by mods, so currently ...
- Fri Jul 18, 2014 9:33 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191214
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.1
Alright, I'll raise oil allotment a little and add to multispawn of some resources. @SHiRKiT, looks like a normal map, I've found an oil deposit on already explored part of the map @ 1500, -1217, there is a chance that more oil is below nearby biter base. A tip: explore every inch of the map, don't ...
- Fri Jul 18, 2014 8:57 am
- Forum: Gameplay Help
- Topic: Restarting a map
- Replies: 10
- Views: 5568
Re: Restarting a map
"Restart" just generates completely new map, if you want to restart a particular map then go to load game, select save and press "Map Exchange String" copy it and go to new game and paste that string in there, it may or may not work.
- Fri Jul 18, 2014 8:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Teleport() resets orientation of some entities...
- Replies: 4
- Views: 8006
Re: [0.10.3] Teleport() resets orientation of some entities.
Thanks, I can throw away my per-tick rotation code thenslpwnd wrote:Bug that teleport resets entity orientation will be fixed in 0.10.4. In 0.10.4 it will also be possibel to change the car orientation manually via the existing Lua API (i.e. car.orientation = 0.21).
- Thu Jul 17, 2014 11:31 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191214
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.1
It is possible, ois is supposed to be 4 times rarer than cooper and iron combined and is 1.5 rarer than lava . Lava could produce big number of entities if rolls, but in your game it seem to be too much lava. Perhaps oil is too rare and lava is too common with all additional mods installed, too many...
- Thu Jul 17, 2014 9:17 am
- Forum: Minor issues
- Topic: Starting on a small isle?? Read this before you post!
- Replies: 33
- Views: 37886
Re: Starting on a small isle?? Read this before you post!
A general solution is too expensive to implement right now, the "special-case" solution gets rid of 90% of problems, not so special I can say. There are two main problems with map generation: 1. Starting on 2 tile long island. (rare) 2. Starting area is completely surrounded by water (very...
- Thu Jul 17, 2014 8:45 am
- Forum: Implemented mod requests
- Topic: Allow mod zip files to have version numbers
- Replies: 13
- Views: 10395
Re: Allow mod zip files to have version numbers
Bump. What if Factorio ignored both folder name, zip names, any file system names. But instead used "name" property from the info.json?
Right now mod naming is still crippled, zip-file-name == mod-folder-name or you gonna have a bad time.
Right now mod naming is still crippled, zip-file-name == mod-folder-name or you gonna have a bad time.
- Thu Jul 17, 2014 8:40 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191214
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.1
The issue with that is Factorio can/will fail to load the mod properly unless the zip is renamed to just the mod name and some people fail to realize that when downloading (occasionally even when it's noted right by the download link) which leads to (multiple) posts regarding loading issues (same w...
- Thu Jul 17, 2014 8:35 am
- Forum: Ideas and Requests For Mods
- Topic: Multiple Factorio Directories (API, Mod, or Suggestion?)
- Replies: 3
- Views: 3854
Re: Multiple Factorio Directories (API, Mod, or Suggestion?)
If I understood correctly, the guy basically wants an ability to switch between instances of factorio installations along with mods/saves. This is accomplishable by external launcher which renames/moves directories around before starting the game (or bunch of zip installations and another buch of sh...
- Wed Jul 16, 2014 11:32 pm
- Forum: Minor issues
- Topic: Starting on a small isle?? Read this before you post!
- Replies: 33
- Views: 37886
Re: Starting on a small isle?? Read this before you post!
There is a quite simple solution which involves zero changes to map generator - after has been map generated check that we are not Crusoe and regenerate map again automatically, or at least tell the user that he is going to spend the rest of the game with "Friday" (If he manages to find on...
- Wed Jul 16, 2014 11:24 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191214
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.1
Thanks for the report! I didn't updated my installation of DyTech for a while, sand was removed from that mod, I've update my mod's config accordingly. Small patches in chess pattern are by design, they are less rare but you would not get much from them, their purpose is to get you at least small am...
- Wed Jul 16, 2014 10:31 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213039
Re: Electric energy
After playing RimWorld for a bit I can definitely say that randomly blowing-up accumulators are fun! :D I would vote for wind turbines as new alternative clean energy source. Electrical engine and ability to transfer power over rails would be nice too. Also, "portable" diesel generators wa...
- Wed Jul 16, 2014 9:53 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]
- Replies: 9
- Views: 14262
[MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]
The purpose of this mod is to introduce all different means of illumination: spotlights, floodlights, searchlights, thrown lights sources (glow sticks!, flares), biomass lights(!?), solar powered lights... Everything will seamlessly integrate into the game, including new technologies and production ...
- Wed Jul 16, 2014 7:29 pm
- Forum: Minor issues
- Topic: Oriented light disapears when entity moves offscreen
- Replies: 7
- Views: 10644
Re: Oriented light disapears when entity moves offscreen
Follow up: If something like "always draw" flag is implemented it would be essential to have ability to toggle it during runtime. I would write an intelligent drawer for semi-statical objects: player's view does not teleport around (usually), camera moves only one tile up or one tile left ...
- Wed Jul 16, 2014 10:19 am
- Forum: Minor issues
- Topic: Oriented light disapears when entity moves offscreen
- Replies: 7
- Views: 10644
Re: Oriented light disapears when entity moves offscreen
Only rotatable entities are usable for the purpose, otherwise I would had to draw 360*number_of_colors textures just for light cones and it would eat all video memory, "player" type is not usable for another reason - you can's keep him at certain angle, he snaps to 8 directions. So only a ...
- Wed Jul 16, 2014 9:59 am
- Forum: Resolved Problems and Bugs
- Topic: caninsert() ignores inventory size
- Replies: 4
- Views: 2755
Re: caninsert() ignores inventory size
Thanks. Still better than always true, a check for how much was actually inserted can be done manually.
BTW, can "insert" method return inserted amount? That would make things trivial.
BTW, can "insert" method return inserted amount? That would make things trivial.
- Wed Jul 16, 2014 9:46 am
- Forum: Minor issues
- Topic: Oriented light disapears when entity moves offscreen
- Replies: 7
- Views: 10644
Re: Oriented light disapears when entity moves offscreen
Yes, It is a mod, a screenshot can say more :) http://i.imgur.com/AZTCWyo.jpg Spotlights can be rotated at any angle, not just 8 default direction. But if center of rotation is not in the same position as light source - it will look weird, and I have no means to disable car's light until rotation is...