Nice!Added rail block debug visualization.
Search found 17 matches
- Wed May 10, 2017 8:54 pm
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 57095
Re: Version 0.15.10
- Wed May 03, 2017 12:00 am
- Forum: Resolved Problems and Bugs
- Topic: [15.6] Crash when marking things for deconstruction on: "Train::resolveRailTransition"
- Replies: 8
- Views: 3546
[0.15.6] Crash in old save on: "Train::resolveRailTransition"
Hello, Probably not very important or urgent but I went back to a rather old save to fetch blueprints, crashed after some seconds into the game. Seems like it crashed during the migration. The old save had mods on it, now I'm using it without any mods. Crash log: https://gist.github.com/mazetar/ff48...
- Fri Dec 04, 2015 3:25 pm
- Forum: News
- Topic: Friday Facts #115 - The power switch
- Replies: 66
- Views: 57544
- Sat Nov 14, 2015 1:25 am
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 47623
Re: Friday Facts #112 - Better noise
Starcraft, fallout 4, battlefront, rb6 siege. All major time sinks competing with factorio the next weeks and months. Factorio is an awesome game to play along with games like SC2 or HOTS. While in matchmaker que or in loading screens go fix a few more things :D Can't stop playing factorio <3 and on...
- Wed Nov 11, 2015 8:20 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 144518
Re: [0.12] Bugs, crashes & other issues
This happend on the demo map provided in the main post.mazetar wrote:Trying to read in blueprints on 0.12.16 results in a Error:
FARL.Lua 986 -> Attempt to index field 'boundingBoxOffsets' (a nil value)
However by loading into my own save file and creating new blueprints worked fine
- Wed Nov 11, 2015 8:11 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 144518
Re: [0.12] Bugs, crashes & other issues
Trying to read in blueprints on 0.12.16 results in a Error:
FARL.Lua 986 -> Attempt to index field 'boundingBoxOffsets' (a nil value)
FARL.Lua 986 -> Attempt to index field 'boundingBoxOffsets' (a nil value)
- Sun Nov 08, 2015 10:17 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 40072
Re: Source management and Licensing for Mods
If you are unsure about what licence to use check out this awesome page:
http://choosealicense.com
Should have something for everyone
Ps:
Using github is dangerous, It's so easy to get addicted to pushing code
http://choosealicense.com
Should have something for everyone
Ps:
Using github is dangerous, It's so easy to get addicted to pushing code
- Sun Nov 08, 2015 3:30 pm
- Forum: Modding discussion
- Topic: Old Item Blocker mod
- Replies: 8
- Views: 16915
Re: Old Item Blocker mod
So you got both sides of the belt filled with items. Cooper on one side, coal on the other.
And you just want to extract the cooper?
Use the underground belt bug/feature setting a underground belt sideways in front of the belt stops one side of it and passes just the other
And you just want to extract the cooper?
Use the underground belt bug/feature setting a underground belt sideways in front of the belt stops one side of it and passes just the other
- Sat Nov 07, 2015 9:11 am
- Forum: Implemented mod requests
- Topic: Train control / rail signals
- Replies: 10
- Views: 19957
Re: Train control / rail signals
Hoping we get more hooks into signals and trains and their pathing in 0.13
- Sat Nov 07, 2015 8:46 am
- Forum: Modding help
- Topic: On tick call method in another file
- Replies: 1
- Views: 2670
On tick call method in another file
Let's say I want to have a entity with a long onUpdate function to be called every x ticks. Could I have that method in a seperate file (ex: EntityMobFile.lua) such that all code related to this entity is eaisly found there and not inside a miles long control.lua? I assume there must be a simple way...
- Tue Nov 03, 2015 7:51 pm
- Forum: Gameplay Help
- Topic: Help with intersection
- Replies: 9
- Views: 18071
Re: Help with intersection
Check out the amazing builds by the factorio engineers! Madzuri has an amazing collection of clever contraptions and intersections. If you check out ColonelWill's stream here at 47 minutes inn you can see his 2 lane, 4 way intersection! :D http://www.twitch.tv/colonelwill/v/21931589 I recommend look...
- Tue Nov 03, 2015 4:20 pm
- Forum: Gameplay Help
- Topic: Balancing railway tracks? or fast track & slow track?
- Replies: 6
- Views: 14049
Balancing railway tracks? or fast track & slow track?
Is there any simple way to balance the load on a track with two lanes (or more) in the same direction, so that a faster train would be able to switch lanes back and forth to "zig-zag" past slower trains.
- Sat Oct 17, 2015 8:44 am
- Forum: Show your Creations
- Topic: A short report on 10 hours into 0.12.10 MP
- Replies: 6
- Views: 12934
Re: A short report on 10 hours into 0.12.10 MP
I disagree, me and my friends baerly saw the sun as it was... I can't imagine passing high school if we had factorio
- Tue Oct 13, 2015 10:17 pm
- Forum: Mods
- Topic: [MOD 0.12] Patched Mod Set for ColonelWill's Megabase
- Replies: 10
- Views: 20388
Re: [MOD 0.12] Patched Mod Set for ColonelWill's Megabase
What's the full list of mods ColonelWill is using for his megabase?
Is those all or?
Is those all or?
- Mon Jan 19, 2015 4:15 pm
- Forum: Releases
- Topic: Version 0.11.12
- Replies: 58
- Views: 60282
Re: Version 0.11.12
It's fixed in .13 expected release todayLoth wrote:Please fix the train wagon bug asap. I can't make new trains
- Tue Jan 13, 2015 4:42 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 43530
Re: Friday Facts #68 The trains
Would we need to see the train on the slope?
If the train enters the underground passage by going into a tunnel, we wouldn't see the train after it enters the tunnel entrance
If the train enters the underground passage by going into a tunnel, we wouldn't see the train after it enters the tunnel entrance
- Sun Jan 11, 2015 12:59 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 43530
Re: Friday Facts #68 The trains
I'd love to get more logic components into the railway system, and some of the components in OpenTTD would be nice to have. I do however agree with whats said by ssilk above, it doesn't have to be the same implementation of the components. I would love to get pre-signals to output their state to the...