Search found 78 matches

by Cheata
Sun Mar 15, 2015 5:21 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.3 (Rail Layer)

Choumiko wrote:New Version: FARL 0.2.4

Edit: Doesn't work properly for 2x1 entities (gun turrets, splitters) and rail-signals. But at least using splitters at every pole seems silly ;)
not silly if you setup normal gun turrets and and auto ammo feed......... XD
by Cheata
Sat Mar 14, 2015 10:21 am
Forum: Mods
Topic: [MOD 0.11.x] Planning-Tool-Mod v0.3.0
Replies: 22
Views: 38466

Re: [MOD 0.11.x] Planning-Tool-Mod v0.3.0

Planning tool seems to be having issues with the lack of game.player.cursorposition, game.players[0].cursorposition doesn't seem to work either so iv made a few tweaks to get the rectangle feature working again in 0.11.18 all my changes are in the control.lua but there are a lot of them so i'm just ...
by Cheata
Sat Mar 14, 2015 5:42 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.3 (Rail Layer)

Part 2 :P I also like to use the Dytec Warfare mod, this adds 11 new laser turrets and 3 new wall types thats a lot of additions to a couple of already large if statements, in addition we only want them active when the dytech warfare mod is .. so in addition to my last post here is the code iv used ...
by Cheata
Sat Mar 14, 2015 2:10 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.3 (Rail Layer)

Hi all, so its the weekend and i got board as i result i decided to play with the FARL mod again. When i play factorio i like to play death-world like maps. This causes problems with large rail networks as the biters tend to go after the rails and power poles, or even the trains themselves. my norma...
by Cheata
Wed Mar 11, 2015 9:08 pm
Forum: Minor issues
Topic: [0.11.17] game locks on manual save
Replies: 21
Views: 20952

Re: [0.11.17] game locks on manual save

yea the strange thing is it only seems to affect the clicking of the save button in the menu. Load game (which probably uses similar code as far a locating paths is concerned) works fine, auto save works fine, even saving maps in the map editor works fine. it appears that its only when the save butt...
by Cheata
Tue Mar 10, 2015 9:54 pm
Forum: Minor issues
Topic: [0.11.17] game locks on manual save
Replies: 21
Views: 20952

Re: [0.11.17] game locks on manual save

From Wiki re Junctions An NTFS junction point is a symbolic link to a directory that acts as an alias of that directory. Re symlinks and their difference to junctions Unlike an NTFS junction point (available since Windows 2000), a symbolic link can also point to a file or remote SMB network path . W...
by Cheata
Mon Mar 09, 2015 9:58 pm
Forum: Minor issues
Topic: [0.11.17] game locks on manual save
Replies: 21
Views: 20952

Re: [0.11.17] game locks on manual save

UPDATE:
Rolled back to version 0.11.16. save button works correctly. i.e. no bug

updated to 0.11.17 again and bug returns..
by Cheata
Mon Mar 09, 2015 12:22 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.2 (Rail Layer)

i assume my code is understandable to a certain degree :D Certinaly more understandable than a lot of the code I usually reverse engineer. I also found it to be fairly logicly laid out, i particularly like the way uv got the removetrees function designed so it can be used with every object placed b...
by Cheata
Mon Mar 09, 2015 12:05 pm
Forum: Minor issues
Topic: [0.11.17] game locks on manual save
Replies: 21
Views: 20952

[0.11.17] game locks on manual save

Since updating to version 0.11.17 i have a problem where the game locks up when i click the save button in the esc menu. eventually it crashes with the following error message boost::filesystem::read_symlink: The process cannot access the file because it is being used by another process: "c:\Us...
by Cheata
Mon Mar 09, 2015 9:20 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.2 (Rail Layer)

lol 3 posts in a row... now i just look like a spammer :P But seriously just wanted to say iv just spent 10 min following the instructions i posted above with the new version of FARL (v0.2.2) and it seems to have worked fine (except for the comma i forgot at the end of line 44 in the GUI.lua). Let m...
by Cheata
Sun Mar 08, 2015 9:17 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.2 (Rail Layer)

Airat9000 wrote:
Choumiko wrote:New version FARL 0.2.2

not work in code
/c remote.call("farl", "reset")
um just a quick guess here but shouldnt the "farl" be "FARL" script is case sensitive isnt it?
by Cheata
Sun Mar 08, 2015 9:13 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.2 (Rail Layer)

The changes i made are in the code sections below broken up by file and in the order of insert (seperated by ***************************) Please note that in order to make this work i also modified the landfill mod control.lua with the following line remote.addinterface("Landfill",{}) howe...
by Cheata
Sun Mar 08, 2015 5:03 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158760

Re: [0.11.11+] FARL 0.2.1 (Rail Layer)

If anybody is interested iv tweaked this mod to work with the landfill mod and allow the FARL to build across lakes let me know if you want me to upload my copy or if Choumiko wants my source to intergrate with his exelent mod.
by Cheata
Fri Aug 22, 2014 5:53 am
Forum: Combinator Creations
Topic: Control Drone Ration with single "Logic Gate" (Combinator Free!)
Replies: 22
Views: 13004

Re: Control Drone Ration with single "Logic Gate"

so build 50 drones if there are less than 50 in the network. yep that's really simple and works for most people however we like to be clever bastards and automate everything to the point of stupidity :D now if only we could test on how many bots of each type we have active we would never have to tur...
by Cheata
Tue Aug 19, 2014 10:41 pm
Forum: Combinator Creations
Topic: Control Drone Ration with single "Logic Gate" (Combinator Free!)
Replies: 22
Views: 13004

Re: Control Drone Ration with single "Logic Gate"

At the end of the day a 3 to 1 ratio of drone frames can be created using 2 splitters
>====================== 3
>>|^|
> ================= 1


but some of us like to play around with logic systems and see what the game can do :)
by Cheata
Sun Aug 17, 2014 10:34 pm
Forum: Combinator Creations
Topic: Control Drone Ration with single "Logic Gate" (Combinator Free!)
Replies: 22
Views: 13004

Re: Control Drone Ration with single "Logic Gate"

Not a bad system there Derive flows fairly well and i like the idea of buffering the frames before the factory's to give simultaneous production and completely removing all the output monitoring the modification i was considering to my design would have left the double output chest to check the rati...
by Cheata
Sun Aug 17, 2014 9:01 am
Forum: Combinator Creations
Topic: Control Drone Ration with single "Logic Gate" (Combinator Free!)
Replies: 22
Views: 13004

Re: Control Drone Ration with single "Logic Gate"

I presume it can be adjusted based on the ratio desired, for instance 3:2 (or perhaps 5:4) Logistics:Construction? It certainly can i should have pointed that out in the first post, Unfortunately u need to make changes in both the output inserters and in the logic gate but i consider this to be a s...
by Cheata
Sun Aug 17, 2014 7:33 am
Forum: Combinator Creations
Topic: Control Drone Ration with single "Logic Gate" (Combinator Free!)
Replies: 22
Views: 13004

Control Drone Ration with single "Logic Gate" (Combinator Free!)

I was watching the Hydra Dilemma series and saw -root put together a logic gate system for controlling the build ration of drones. An exultant idea but the method he used seems to be overly complicated to me Plus I don't like the idea of forcing the factories to build only 1 type of drone at a time ...

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