Search found 316 matches
- Fri Apr 05, 2019 11:40 am
- Forum: Mods
- Topic: [MOD 0.15] Junk Rails
- Replies: 9
- Views: 4835
Re: [MOD 0.15] Junk Rails
All good comments
- Fri Apr 05, 2019 7:12 am
- Forum: Mods
- Topic: [MOD 0.15] Junk Rails
- Replies: 9
- Views: 4835
Re: [MOD 0.15] Junk Rails
Working on that one also; going to change the logic a little to use train.state...
But it's also got cross compatibility with other mods that's complicating things
But it's also got cross compatibility with other mods that's complicating things
- Fri Apr 05, 2019 4:41 am
- Forum: Mods
- Topic: [MOD 0.15] Junk Rails
- Replies: 9
- Views: 4835
Re: [MOD 0.15] Junk Rails
Did post an update; not very tested...
- Fri Apr 05, 2019 4:24 am
- Forum: Modding discussion
- Topic: Is it possible to mod a train with lower top speed on curves
- Replies: 7
- Views: 3522
Re: Is it possible to mod a train with lower top speed on curves
Yes.
https://mods.factorio.com/mod/train-speed-limiter
I'm working on updating it...
was looking to see if there were classes of tracks yet...
Could add an option for slow on curves...
https://mods.factorio.com/mod/train-speed-limiter
I'm working on updating it...
was looking to see if there were classes of tracks yet...
Could add an option for slow on curves...
- Thu Mar 28, 2019 4:08 am
- Forum: Mods
- Topic: [MOD 0.15] Junk Rails
- Replies: 9
- Views: 4835
Re: [MOD 0.15] Junk Rails
Is possible
Gimme a few days to gear up to this... I haven't been in this for a bit.
Gimme a few days to gear up to this... I haven't been in this for a bit.
- Thu May 24, 2018 7:13 am
- Forum: Mods
- Topic: [MOD 0.15] Point and Craft
- Replies: 4
- Views: 2793
Re: [MOD 0.15] Point and Craft
Hallo, long time without any activities in this thread, but as long as it works perfectly, we only use it and are quiet :-) btw: i also was using that other mod that had all those functions on Q, and there are also some other mods which allow crafting eg with a set of three hotkeys for craftx1, cra...
- Tue May 22, 2018 2:11 am
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 16161
Re: [MOD 0.15] Upgrade planner
I'll try and take a look...
could wish the other guy would support tile changing
- Sun Jan 07, 2018 4:26 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 225836
Re: [MOD 0.15] Upgrade planner
Mods should be checking that event data they want to use is valid, But in any case, I have added the stack to the raised event, thanks for the report Yes :) they should, and do now... was just reporting the potential issue :) And thanx. Although the other item information was sufficient in my case.
- Sun Dec 31, 2017 9:17 am
- Forum: Mods
- Topic: [MOD 0.15] Point and Craft
- Replies: 4
- Views: 2793
Re: [MOD 0.15] Point and Craft
Adds ability to craft item that is currently selected by the mouse. ALT + Left click - craft one of the item. ALT + Right click - craft 5 of the items. Since ALT is used for Show Info, I suggest rebinding Show info to another key before using this. nice utility ! in 0.13 or 0.14, i used a similar m...
- Wed Dec 27, 2017 9:14 pm
- Forum: Mods
- Topic: [MOD 0.15] Truck
- Replies: 3
- Views: 5019
Re: [MOD 0.15] Truck
Are they automated? what do they do? Can they be used as a middle ground between belts or trains no automation... I planned to make a road type of track that the truck would go on and then would be a slow train... There's https://mods.factorio.com/mods/Earendel/aai-programmable-vehicles that can au...
- Wed Dec 27, 2017 12:08 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 225836
Re: [MOD 0.15] Upgrade planner
script.raise_event(defines.events.on_built_entity,{player_index = player.index, created_entity = new_item}) When the event is raised it doesn't have stack= This causes other mods to crash that are expecting a stack. http://lua-api.factorio.com/0.16.7/events.html#on_built_entity created_entity :: Lua...
- Fri Nov 17, 2017 11:42 pm
- Forum: Modding interface requests
- Topic: Power Readout mod support
- Replies: 1
- Views: 1275
Re: Power Readout mod support
1) Please add a method to get all electric networks on a surface
2) provide information about accumulator charge in power network .
3) Add split/join electric network events similar to train attach/detach events.
2) provide information about accumulator charge in power network .
3) Add split/join electric network events similar to train attach/detach events.
- Fri Nov 17, 2017 11:38 pm
- Forum: Implemented mod requests
- Topic: More information for train state
- Replies: 2
- Views: 1523
More information for train state
re https://forums.factorio.com/viewtopic.php?f=28&t=27024 and https://forums.factorio.com/viewtopic.php?f=28&t=51175 It woudl be nice to be able to get. in script, whether a train is accelerating, cruising, stopping, or stopped. I don't know if the engine internally uses cruising, or just al...
- Fri Nov 17, 2017 11:33 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6936
Re: new rail categories...
Any chance rail categories could be re-added?
- Thu Nov 16, 2017 5:38 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 225836
Re: [MOD 0.15] Upgrade planner
It is, use shift-click-drag and it will replace via bots.rubensayshi wrote:automatically having it all upgraded feels so OP, wish it was possible with bots, but <3 regardless cuz it beats trying to look over all the belts and find the spots which you skipped when upgrading lol
- Tue Nov 07, 2017 4:52 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 49196
Re: Friday Facts #215 - Multithreading issues
I really would have thought you would have already created SLAB allocators for things. https://en.wikipedia.org/wiki/Slab_allocation And you know, memory is cashed in 4096 byte chunks? I noticed in the FFF that you said 'some amount of bytes' It's the same size that page map table tracks. I've been ...
- Fri Sep 29, 2017 12:58 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 69883
Re: Personal robots prioritizing nearest first
it's a thought... but it only has to be done once, in one tick, once the selection has been completed. The work queue can then just be kept and dispatched as each bot finishes. yeah, that's the math I did it has to be done only once in each tick and then the player moves and all the bots move and t...
- Fri Sep 29, 2017 11:34 am
- Forum: Modding interface requests
- Topic: Request on Rail Tracks
- Replies: 13
- Views: 5891
Re: Request on Rail Tracks
i would have thought the easiest way to implement this would be to use a modded signal "speed signals" set on the side of tracks, with an on changed (to red/yellow), as opposed to different tracks as a train passes a signal, its max speed can be changed (wireless signal?)... etc im not su...
- Fri Sep 29, 2017 11:22 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 69883
Re: Personal robots prioritizing nearest first
here's a basic reason why prioritising bots based on distance really won't work (without even needing to look at the code) for every target you'll need to work out the distance to it so every tick you need to do ((playerX-targetX)^2+(playerY-targetY)^2)^0.5 to get the distance for every blue print ...
- Thu Sep 28, 2017 9:01 pm
- Forum: Pending
- Topic: 4K FPS is really poor
- Replies: 13
- Views: 7828
Re: 4K FPS is really poor
Here's logs. (previous is normal, current is high) Good luck finding anything to do with rendering in them. OKay I do see why memory increased after game load... the atlases get mipmapped. 16384*12404 + 16384 * 3388 + 16384*2729 + 8192*1920+8192*800+8192*2940 1 399 259 136 (4 bytes per pixel approx ...