Search found 582 matches

by Reika
Thu Oct 27, 2016 7:39 am
Forum: Modding help
Topic: Is there a way to get legacy assets?
Replies: 3
Views: 853

Is there a way to get legacy assets?

I want to bring back the old worm sound from 0.11 and earlier (the deep "grunt" rather than the newer vomit noises), but I cannot find it in the assets, nor do I know of a way to download 0.11 without breaking my installation.

Can this sound file be obtained?
by Reika
Wed Oct 26, 2016 4:56 am
Forum: Modding help
Topic: Forcing chunk generation?
Replies: 13
Views: 5488

Re: Forcing chunk generation?

@Reika Your entites might not be triggering another chunk - I'm not really sure on that one. It can be already queued for generation anyway. Take a look into RSO in data-updates.lua. It disables base game ore generation using small trick - no need to worry about deleting original ores can only gene...
by Reika
Wed Oct 26, 2016 4:51 am
Forum: Technical Help
Topic: Deleting/pruning chunks from an existing save?
Replies: 5
Views: 5160

Deleting/pruning chunks from an existing save?

I need to regenerate the majority of my save's terrain due to mod changes and the like, and despite hours of searching I have not found a way to remove chunks from a save. I am not willing to wipe the save and start over. What I am looking for is a functionality similar to what MCEdit can do for Min...
by Reika
Sat Oct 22, 2016 9:01 pm
Forum: Modding help
Topic: Forcing chunk generation?
Replies: 13
Views: 5488

Re: Forcing chunk generation?

You can *access* any chunk you want - and it will exist. It might not have tiles/entities generated yet but it will exist and be valid to put entities on (assuming it's within the valid chunk distance from 0,0). Then why do I get this? You didn't read what I said. Yes I did. You said that it would ...
by Reika
Sat Oct 22, 2016 3:03 am
Forum: Modding help
Topic: Forcing chunk generation?
Replies: 13
Views: 5488

Re: Forcing chunk generation?

You can *access* any chunk you want - and it will exist. It might not have tiles/entities generated yet but it will exist and be valid to put entities on (assuming it's within the valid chunk distance from 0,0). Then why do I get this? You didn't read what I said. Yes I did. You said that it would ...
by Reika
Sat Oct 22, 2016 1:43 am
Forum: Modding help
Topic: Forcing chunk generation?
Replies: 13
Views: 5488

Re: Forcing chunk generation?

Rseding91 wrote:You can *access* any chunk you want - and it will exist. It might not have tiles/entities generated yet but it will exist and be valid to put entities on (assuming it's within the valid chunk distance from 0,0).
Then why do I get this?

Image
by Reika
Sat Oct 22, 2016 12:15 am
Forum: Modding help
Topic: Forcing chunk generation?
Replies: 13
Views: 5488

Re: Forcing chunk generation?

I already read all of that. I need a way to force a chunk to generate immediately, not make a request and not solve the issue.
by Reika
Fri Oct 21, 2016 11:51 pm
Forum: Modding help
Topic: Forcing chunk generation?
Replies: 13
Views: 5488

Forcing chunk generation?

I am working on implementing a custom ore generation algorithm, but have run into an issue. The only way I know how to do ore gen (and replacing all existing oregen) is to watch the chunk_generated event and then clear the ores and place new ones manually. This works nearly perfectly, but there is o...
by Reika
Sat Mar 05, 2016 4:29 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 209012

Re: Friday Facts #128 - Back down to earth

I want to see the loader, as belts are almost worthless in the endgame compared to robots. Also, for those of us using mods, where there are significantly faster belt variants, even the best inserters normally cannot keep up, and I have never been a fan of simply making something bigger (by copying ...
by Reika
Wed Dec 09, 2015 10:20 pm
Forum: Modding help
Topic: Auto-resetting tech with "Research Complete" event?
Replies: 2
Views: 5082

Re: Auto-resetting tech with "Research Complete" event?

That worked. Thank you!


That said, it would be nice if the flag was set before the event was fired, since the tickhandler-style reset is a bit kludgy.
by Reika
Wed Dec 09, 2015 7:45 pm
Forum: Mods
Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
Replies: 35
Views: 27194

Re: [MOD 0.12.11+] {SSU} ScreenShot Utility

Although I cannot retain settings between sessions of playing, I sadly do not have a lot of time on my hands so I don't think I can update before the next week or so, still. I'll go as fast a possible. matjojo Is that not what the "global" dataspace is for? Alternatively, what could I edi...
by Reika
Wed Dec 09, 2015 7:36 pm
Forum: Technical Help
Topic: Sudden, persistent extremely low tickrate, biters involved
Replies: 4
Views: 10963

Re: Sudden, persistent extremely low tickrate, biters involved

Rseding91 wrote:Can you post your save file so I can profile it and see what's taking so much tick time?
Done.

http://www.mediafire.com/download/wgwp5 ... z/mods.rar

http://www.mediafire.com/download/c6vin ... trains.zip
by Reika
Wed Dec 09, 2015 12:41 am
Forum: Technical Help
Topic: Sudden, persistent extremely low tickrate, biters involved
Replies: 4
Views: 10963

Sudden, persistent extremely low tickrate, biters involved

At a - seemingly random - point in my save, the tickrate started plummeting (i.e. went from 60 to 20 TPS in a matter of a few minutes) and has remained there permanently. It goes away temporarily if I clear all enemies, but gradually returns within 15 seconds. This to me indicates that biters are in...
by Reika
Tue Dec 08, 2015 8:25 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 104896

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Nixie Tubes are showing up as vehicles (at random orientations) on the map. Is this known (and unfixable)? That's how the tubes work, as images replacing the car texture. The angle of rotation determines which image is shown. So yes, this is known and unfixable, at least until some other useful met...
by Reika
Tue Dec 08, 2015 12:25 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 104896

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Nixie Tubes are showing up as vehicles (at random orientations) on the map. Is this known (and unfixable)?
by Reika
Sun Dec 06, 2015 7:39 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 41165

Re: [MOD 0.12.5+] Robotic Combinators

You could just use the PRINTSCREEN key and paste it into Paint... No, that gets me a big black rectangle. normally it would get its figures from the Robotics Network it is currently within, same as if you placed a LogiChest in that position. Considering that it pushes all the work onto the LUA inte...
by Reika
Sun Dec 06, 2015 3:23 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 41165

Re: [MOD 0.12.5+] Robotic Combinators

First note, your screenshots dont actually show anything. Because there appears to be literally no way to take a proper WYSIWYG screenshot with Factorio; as it is it took a mod to get what I posted, and the very design of that mod prevents me from showing the tooltips in the screenshot . The first ...
by Reika
Sat Dec 05, 2015 11:57 pm
Forum: Modding help
Topic: Auto-resetting tech with "Research Complete" event?
Replies: 2
Views: 5082

Auto-resetting tech with "Research Complete" event?

I tried to make an infinitely-researchable tech (not just registering thousands of individual techs, but one that resets itself upon completion for true infinity). I used the event system, particularly the "on research complete" event to accomplish this. However, even though the event fire...
by Reika
Sat Dec 05, 2015 11:53 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 41165

Re: [MOD 0.12.5+] Robotic Combinators

I have an issue where the robotic combinators seem to be reporting static (and wildly incorrect) values for the number of total robots in a network. I have a setup with requester chests and smart inserters feeding a roboport to keep the robot count >= 400 (so the inserter's conditions are "Tota...
by Reika
Sat Dec 05, 2015 11:51 pm
Forum: Mods
Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
Replies: 35
Views: 27194

Re: [MOD 0.12.11+] {SSU} ScreenShot Utility

Is there hotkey functionality? I am trying to take a picture of a tooltip, which is impossible if the image is only taken upon manually clicking your GUI. Also, do the "show GUI" and "show alt" options have to reset every time I take an image? I want them on permanently.

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