Search found 478 matches
- Sat Dec 09, 2023 6:03 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 23328
Re: Version 0.17.56
Hey long time no see ! Funny to hear you ask questions as i remember you provided many answers to me about gravitationnal wave or speed of information and other complicated things that i'm still thankfull to have learned; I guess it's my turn :) Excellent. Thanks. And hey man, yes, I'm back. I'm wo...
- Tue Nov 28, 2023 1:37 am
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 23328
- Mon Oct 30, 2023 2:07 am
- Forum: Resource Spawner Overhaul
- Topic: Is the adamo.lua config still valid?
- Replies: 0
- Views: 405
Is the adamo.lua config still valid?
Hey, I'm reviving my mods. Is the config in adamo.lua still valid? Trying to figure out why it's not spawning natural gas at the starting location in some cases. Also wanted to make sure the simplesilicon.lua doesn't need any updates. I can update them, just trying to figure out if that's the proble...
- Mon Nov 16, 2020 5:48 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29327
- Mon Jul 27, 2020 5:04 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29327
Re: [MOD 0.17+] Adamo Mods
Nice to see you back again, unfortunatly do i not play factorio currently anymore. Regarding my playthrough with adamo chemicals+angels+bobs i created a simple compatibility mod fixing the balance, tech or other issues. But i had also to change some of those mods to get compatibility and a nice gam...
- Sun Jul 19, 2020 9:07 am
- Forum: Ideas and Suggestions
- Topic: Network Mask for Electric Poles
- Replies: 5
- Views: 2560
Re: Network Mask for Electric Poles
Do you mean with “mask” a bitmask, where if two poles have the same bits set a connection is allowed? I think that’s over engineered. A number (= color) would be enough. Only poles of the same color can connect. In practice this would look like so, that you place poles and then have a tool to give ...
- Sun Jul 19, 2020 2:45 am
- Forum: Ideas and Suggestions
- Topic: Network Mask for Electric Poles
- Replies: 5
- Views: 2560
Re: Network Mask for Electric Poles
This should be possible with a mod. Using scripts when entities are built, connections between incompatible entities can be removed, or connections between compatible entities created. It is possible to make a hack to do this using a script, yes. Scripts are inherently unstable and thus are not the...
- Fri Jul 17, 2020 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Network Mask for Electric Poles
- Replies: 5
- Views: 2560
Network Mask for Electric Poles
TL;DR A "network-mask" value on the electric pole prototype that masks the auto-wire feature when placing poles in range of each other, or something similar, to allow creating pole entities that automatically enable overlapping electrical networks. What ? The technical aspect is explained...
- Tue Jul 14, 2020 8:07 pm
- Forum: Not a bug
- Topic: [0.18.35] Hung without log output, currently unknown cause
- Replies: 4
- Views: 2030
Re: [0.18.35] Hung without log output, currently unknown cause
That's helpful. Thanks.
- Mon Jul 13, 2020 5:02 pm
- Forum: Not a bug
- Topic: [0.18.35] Hung without log output, currently unknown cause
- Replies: 4
- Views: 2030
Re: [0.18.35] Hung without log output, currently unknown cause
Thanks posila. I'll try running the recalculate function in his mod to see if that fixes it, or keep that in mind to remove and reinstall if we see a similar hang. We actually have a plan to write another mod that does a similar function, so maybe that will light the fire for us to get on that. Woul...
- Mon Jul 13, 2020 3:07 am
- Forum: Modding help
- Topic: Runtime Transparency?
- Replies: 1
- Views: 1133
Re: Runtime Transparency?
Dude, I feel like at this point I have kicked around every color/alpha value in this game, and I still don't quite know how they all layer. In your case I think you should try the runtime tint first. Set r, g, and b to whatever, then the a value to your desired transparency. See what happens. I got...
- Mon Jul 13, 2020 2:32 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 18517
Re: IR in 0.18
Mark it COVID.
- Sun Jul 12, 2020 2:54 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 18517
Re: IR in 0.18
edit: nevermind, I'm an idiot and missed half this thread, where you already responded, Deadlock. Good luck with your degree. PhD programs can be such a great way to spend your time not feeling valued. Based on my few interactions with Deadlock, I am confident that if he ultimately decides to abando...
- Fri Jul 10, 2020 11:21 pm
- Forum: General discussion
- Topic: does game have potential to teach me principles of elecrical engineering?
- Replies: 9
- Views: 3793
Re: does game have potential to teach me principles of elecrical engineering?
This game is more for engineers to relax and play with simplified versions of what we do. If you find factorio interesting, you may find engineering interesting. If you want to learn more about engineering, then learn math as well as you can (doesn't have to be perfect), and start trying to use it t...
- Thu Jul 09, 2020 11:37 pm
- Forum: 1 / 0 magic
- Topic: [0.17.79] Hard crash around the time of saving (Before and after), Corrupted autosave file
- Replies: 2
- Views: 1743
Re: [0.17.79] Hard crash around the time of saving (Before and after), Corrupted autosave file
Edit 2: Realized I'm not on the newest experimental version. Not sure how to get help then? Do I just have to wait and hope it ends up fixed in one of the experimentals? Thanks in advance for all the hard work. Regarding this question, you can just download the experimental version and try it. It m...
- Thu Jul 09, 2020 9:21 pm
- Forum: Not a bug
- Topic: [0.18.35] Hung without log output, currently unknown cause
- Replies: 4
- Views: 2030
[0.18.35] Hung without log output, currently unknown cause
Hi All, I need some help with this one before I can tell you much more about what's going on. I can provide a savefile -- http://adamo.network/factorio/paludis.zip -- and a mod pack to go with it -- http://adamo.network/factorio/mods.zip. I would like to do more to diagnose this issue myself, but if...
- Thu Jul 02, 2020 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
- Replies: 5
- Views: 3550
Re: [18.34] Fluid box connection doesn't draw under the condition that input is shared between underground and above gro
From what i see, issue is quite convoluted. That entity has 2 fluid boxes for input, first one is with 2 underground connections and no pipe covers (same applies to pipe pictures), second has 1 regular connection and has pipe covers. When multiple fluidboxes are merged due to recipe, they form a Fl...
- Thu Jul 02, 2020 12:16 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
- Replies: 5
- Views: 3550
Re: [18.34] Fluid box connection doesn't draw under the condition that input is shared between underground and above gro
Sure thing. Take a peek at this save, which is just a simple proving ground. I *think* you can see the issue with just the following mods: adamo-carbon and adamo-cinefaction. I'll upload those here. Hopefully with those loaded you can see the issue right when you load up. Peek at the "Still&quo...
- Wed Jul 01, 2020 5:43 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
- Replies: 5
- Views: 3550
[boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
Hey All, I found an (I suspect) esoteric bug. In the case where a production machine has two input fluid boxes -- one being of underground type designated by setting the max_underground_distance value, and one being of the normal above-ground type -- AND both inputs are accepting a single, shared in...
- Wed Jul 01, 2020 3:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.26] Crash when loading a save
- Replies: 3
- Views: 1599
Re: [0.18.26] Crash when loading a save
I can try to fix this. The Chopper mod is a fork of Kumpu's original Helicopter mod. The system is pretty wicked due to the way it has to rebuild the function tables on load, but I gutted the entire thing myself, so I know most of what's going on. I can't imagine what it would be doing with vanilla ...