Search found 14 matches

by pulsar9
Sat Apr 14, 2018 10:38 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 38
Views: 26178

Re: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0

As an improvement, I would love to have the belt planner item return to the character's hand after ghosts have been placed. Then I could create multiple sections without returning to the tool bar or inventory.
by pulsar9
Fri Oct 27, 2017 10:18 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66774

Re: Friday Facts #214 - Concrete rendering

I love the way the graphic looks but it took me the whole article to figure out why you were showing stone brick renders and stone bricks blending with hazard concrete. Turns out that was not what you were doing and that nice looking image was concrete and not stone path. I would like to echo others...
by pulsar9
Sun Oct 01, 2017 3:24 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 38
Views: 26178

Re: [MOD 0.15] Automatic Belt (and pipe) Planner v0.11.0

If you are still making changes, I would like to see an option to put the planner back into the player's hand when the 'create ghosts' button is pressed. Would make building multiple rows of belts so much better.
by pulsar9
Fri Jun 30, 2017 12:01 am
Forum: Resolved Problems and Bugs
Topic: [0.15.24] 'R' for rotate no longer works
Replies: 4
Views: 1607

Re: [0.15.24] 'R' for rotate no longer works

15.25 Fixes the issue for me. Thanks for the quick fix. Not that it matters much now but I do play with mods. I was unable to test when I posted this as I was getting ready to leave but since the factorio version was the only thing that changed I figured it was reasonable to post this as a bug.
by pulsar9
Thu Jun 29, 2017 12:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.24] 'R' for rotate no longer works
Replies: 4
Views: 1607

[0.15.24] 'R' for rotate no longer works

In my existing game, pressing 'R' for rotate no longer works. Shift+R for reverse rotate works and if I rebind the rotate key to something else it works as well
by pulsar9
Fri Jun 09, 2017 12:51 am
Forum: Modding help
Topic: Get only deconstruct entities using find_entities_filtered
Replies: 2
Views: 1014

Re: Get only deconstruct entities using find_entities_filtered

Thank you for the reply. That is an alternative true, but I was more curious to know if there was some equivalent to find_entities_filtered that would get entities for deconstruction as a filter. Seems odd we can get ghost entities specifically but we can get deconstruction entities without incurrin...
by pulsar9
Sat Jun 03, 2017 1:35 pm
Forum: Modding help
Topic: Get only deconstruct entities using find_entities_filtered
Replies: 2
Views: 1014

Get only deconstruct entities using find_entities_filtered

I was wondering if there was a way to use find_entities_filtered to find only entities that need to be deconstructed. I know that I could look through all of the entities and see if the to_be_deconstructed flag is set but this approach falls apart when the player is using something like the long rea...
by pulsar9
Wed May 24, 2017 12:24 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122768

Re: Mylon's Multiple Mods

Version 1.1.2 of Bluebuild caused my game to hover between 45-50 FPS/UPS. My map isn't big. I do have other mods but I'm not sure that is part of the problem. The game did go back to 60 FPS/UPS when I was moving around.
by pulsar9
Wed Jan 25, 2017 12:02 am
Forum: Technical Help
Topic: Graphical Issues
Replies: 8
Views: 2874

Re: Graphical Issues

I just want to confirm that I have the same issue. Updated to version 378.49 of the nVidia driver and have the same graphical problems. Also using a GTX 1070. Before updating drivers Factorio was working fine (I fact I had played this morning.) The suggested fix worked as well though I had to change...
by pulsar9
Mon Aug 01, 2016 3:17 am
Forum: Pending
Topic: [0.13.10] [Pending] [Twinsen] New performance issues FPS/UPS drops
Replies: 32
Views: 10930

Re: [0.13.10] [Pending] [Twinsen] New performance issues FPS/UPS drops

I had FPS reductions in 13.10 when zoomed all of the way out. I decided to try again later to see if the issue was fixed. My PC has always run Factorio smooth so I knew that wasn't the problem. In 13.13 it seemed like there was no problem so I installed some mods and played normally. When I started ...
by pulsar9
Sat Jun 18, 2016 4:07 pm
Forum: Implemented mod requests
Topic: mouse click event
Replies: 2
Views: 3578

Re: mouse click event

This would be useful but I would like a click event for at least the 3 main buttons (left, right, and middle). I have plans for a middle mouse click event.
by pulsar9
Thu Jun 16, 2016 12:26 pm
Forum: Modding help
Topic: Using Technology to Upgrade Entity Characteristics
Replies: 9
Views: 3267

Re: Using Technology to Upgrade Entity Characteristics

Yes, pipe to ground distances are determined by the prototype of the entity. If the distance was modifiable runtime it would need to be included in the save file for each pipe-to-ground increasing the save file size, save time, load time, and memory usage while running. Alright, look like I will ne...
by pulsar9
Wed Jun 15, 2016 11:58 am
Forum: Modding help
Topic: Using Technology to Upgrade Entity Characteristics
Replies: 9
Views: 3267

Re: Using Technology to Upgrade Entity Characteristics

Thanks you for your response. What you suggests make sense though I was hoping that the technology type was extensible enough that I could add a custom effect which would modify the existing pipe to ground. Is the way I am trying to do this truly impossible?
by pulsar9
Wed Jun 15, 2016 2:48 am
Forum: Modding help
Topic: Using Technology to Upgrade Entity Characteristics
Replies: 9
Views: 3267

Using Technology to Upgrade Entity Characteristics

I just started working on a mod but I am having trouble understanding how I can use technology upgrades to upgrade specific characteristics of an entity. suppose I have: type = "pipe-to-ground", name = "pipe-to-ground" ... fluid_box = { base_area = 1, pipe_covers = pipecoverspict...

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