Search found 38 matches
- Fri Sep 28, 2018 8:00 pm
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 19532
Re: 0.17 Unit & AI additions
First and foremost, this will be a total game-changer for Robot Army, and I am now extremely excited for 0.17. Does "Units will now avoid pathing through all friendly entities, as opposed to the old behaviour of only avoiding same-force entities" mean that units will intelligently avoid pa...
- Fri Jan 19, 2018 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 47
- Views: 21904
Re: Circuit network connections for splitters
I, too, would very much like to see this happen. Some really, really cool designs could come out of this. For one, it would be an interesting alternative for making sushi belts.
- Fri May 12, 2017 2:27 pm
- Forum: Implemented mod requests
- Topic: Option in prototype for units to be immune to belt movement
- Replies: 11
- Views: 4015
Re: Option in prototype for units to be immune to belt movement
This would be really great for the Aircraft mod. Aircraft being affected by belts feels really silly, but it's unavoidable currently since they have to use the standard ground vehicle prototype.
- Tue May 09, 2017 1:38 pm
- Forum: Modding interface requests
- Topic: Allow units to request non-colliding simple path
- Replies: 5
- Views: 1961
- Sun May 07, 2017 3:17 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 27162
Re: 0.15 - plans?
I'll just randomly chime in here and say I'd really like to see support re-added for a small barrelling entity. I'm an unapologetic logistics-bot-abuser, and my 0.14 saves had massive oil processing facilities that relied on inline barreling and unbarrelling in the 2x1 pumps with a bare minimum of ...
- Sat May 06, 2017 7:53 pm
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 27162
Re: 0.15 - plans?
I'll just randomly chime in here and say I'd really like to see support re-added for a small barrelling entity. I'm an unapologetic logistics-bot-abuser, and my 0.14 saves had massive oil processing facilities that relied on inline barreling and unbarrelling in the 2x1 pumps with a bare minimum of p...
- Fri May 05, 2017 7:14 pm
- Forum: Duplicates
- Topic: 0.15.8 trains broke
- Replies: 42
- Views: 16862
Re: 0.15.8 trains broke
haha, you're doing a great job of keeping up with this stuff, but I don't think this bug can be a duplicate of itself.TruePikachu wrote:Duplicate of viewtopic.php?f=7&t=46513
- Fri May 05, 2017 6:38 pm
- Forum: Duplicates
- Topic: [0.15.8] Car + small rock = crash
- Replies: 6
- Views: 2178
Re: [0.15.8] Car + small rock = crash
It's possible this may be a duplicate of viewtopic.php?f=7&t=46518 and others - some are suggesting it's an issue with mousing over your own vehicle while being in it?
- Fri May 05, 2017 6:34 pm
- Forum: Duplicates
- Topic: [0.15.8] Car + small rock = crash
- Replies: 6
- Views: 2178
Re: [0.15.8] Car + small rock = crash
I didn't think I would need it, so I didn't copy it. Where can i find the file? Do you know where the mods folder is located? or where the save games are? If you do, just go one directory up from either of those locations, and you should find a factorio-current.log file. Assuming you haven't restar...
- Fri May 05, 2017 6:33 pm
- Forum: Duplicates
- Topic: [0.15.8] segfault while.... not doing much of anything?
- Replies: 1
- Views: 1394
[0.15.8] segfault while.... not doing much of anything?
I was flying in my airplane, over land. Surveying for a place to put my first ever nuclear power plant. Up north-east of my coal plant, in the area surrounded on 3 sides by lake. The game froze and then gave the fatal error message. 0.000 2017-05-05 13:06:23; Factorio 0.15.7 (build 29468, mac, alpha...
- Mon May 01, 2017 1:00 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 106724
Re: [MOD 0.14.x] Bottleneck
Sorry for the delay in reporting on this - I just kept forgetting to actually let the game update. Sure enough, updating did the trick!
- Fri Apr 28, 2017 5:27 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 106724
Re: [MOD 0.14.x] Bottleneck
Running your update for 0.15, I seem to get green icons only on running miners. Other entities (e.g. assemblers) only ever show up as red or yellow - yellow when output is blocked, and red at all other times.
It's a fresh game, with no previous version of Bottleneck installed.
It's a fresh game, with no previous version of Bottleneck installed.
- Fri Feb 03, 2017 10:07 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 51987
Re: Friday Facts #176 - Belts optimization for 0.15
I assume one of the big caveats for the performance increase on the belts is that, in order to render, you still have to calculate the absolute position of each item on the belt? you don't have to separately calculate each one. you calculate the first one, then just increment it in the appropriate ...
- Fri Feb 03, 2017 6:39 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 51987
Re: Friday Facts #176 - Belts optimization for 0.15
I assume one of the big caveats for the performance increase on the belts is that, in order to render, you still have to calculate the absolute position of each item on the belt?
This has been one of the best recent FFFs. Good show!
This has been one of the best recent FFFs. Good show!
- Fri Sep 30, 2016 11:33 pm
- Forum: Modding interface requests
- Topic: LuaUnitGroup.waiting_for_path
- Replies: 3
- Views: 1637
Re: LuaUnitGroup.waiting_for_path
It would also be nice to unify/match (somewhat) the APIs for the two things that can be given commands, LuaEntity and LuaUnitGroup. LuaEntity has a "has_command" call that it would be nice to give to LuaUnitGroup as well. Ideally, both LuaEntity and LuaUnitGroup would get the "waiting...
- Fri Sep 30, 2016 2:29 pm
- Forum: Modding interface requests
- Topic: LuaUnitGroup.waiting_for_path
- Replies: 3
- Views: 1637
LuaUnitGroup.waiting_for_path
We can issue commands to LuaUnitGroups, and the game's pather runs in the background over many ticks until a path can be found. In the meantime, the unit group remains basically motionless. Sometimes it can take a very long time to find a path, either because the target is very far away, or because ...
- Wed Sep 21, 2016 4:55 am
- Forum: Pending
- Topic: Factorio hangs when trying to join LAN game if no Internet
- Replies: 5
- Views: 2800
Re: Factorio hangs when trying to join LAN game if no Internet
Did the host have "Verify usernames" checked by any chance? That I know for certain requires an Internet connection to work, if enabled. Interesting question. I don't know, and will have to check. Would be nice if the GUI didn't freeze, but that's a pretty garden variety UI responsiveness...
- Wed Sep 21, 2016 2:50 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317046
Re: [MOD 0.14.7] Robot Army. 0.2.3
Gave it a couple of hours. Performance still feels smooth, which is great. Also, the new green color for the robots is awesome. Helps a ton with scanning the map. I currently have a large group that seems like it ought to be doing something, because there are biters being engaged by a different squa...
- Tue Sep 20, 2016 9:49 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317046
Re: [MOD 0.14.7] Robot Army. 0.2.3
Will give this a try tonight. I'll let you know if I run across any issues!
- Tue Sep 20, 2016 9:15 pm
- Forum: Not a bug
- Topic: [0.14.7] Map generation runs when not near edge of map
- Replies: 4
- Views: 2073
Re: [0.14.7] Map generation runs when not near edge of map
Oh, and out of curiosity - is the map generation happening any time I get within max_expansion_distance of the edge of the world? Or is that distance a separate parameter? I.e., would the game be generating 7x7 chunks (instead of 30x30 chunks) out toward the edge of the map if I were standing at tha...