Search found 73 matches
- Sun Apr 17, 2016 11:30 am
- Forum: Off topic
- Topic: What is the maximum distance from the map? 0.12.24
- Replies: 12
- Views: 7368
Re: What is the maximum distance from the map? 0.12.24
There's practical limits on the game map. But can be considered infinite for the human experience. Because no way are you ever getting there while playing the game normally. There was a topic on the steam discussion page: http://steamcommunity.com/app/427520/discussions/0/412448158152542286/ Also, ...
- Sat Apr 16, 2016 6:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Infinite Walker
- Replies: 6
- Views: 4888
Re: [MOD 0.12.x] Infinite Walker
Sure theoretically.
But i made this just for fun, to see how far you can practically go.
But i made this just for fun, to see how far you can practically go.
- Sat Apr 16, 2016 4:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Infinite Walker
- Replies: 6
- Views: 4888
Re: [MOD 0.12.x] Infinite Walker
Yeah i ran it with game speed = 20. That might have been a bit too much. Edit: Stopped the game right before i got problems, then disabled the mod. Now i walk manually...i can go in all directions just fine, it will generate new terrain and everything just works. But if i keep going west after ~8190...
- Sat Apr 16, 2016 3:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Infinite Walker
- Replies: 6
- Views: 4888
Re: [MOD 0.12.x] Infinite Walker
Seems like after ~8k chunks, the graphics flip out .
http://steamcommunity.com/sharedfiles/f ... =666748679
http://steamcommunity.com/sharedfiles/f ... =666748679
- Sat Apr 16, 2016 1:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Infinite Walker
- Replies: 6
- Views: 4888
[MOD 0.12.x] Infinite Walker
Info: This mod was made with the idea to test how big the Factorio map can actually get on your pc. When enabled, the player with automatically move in a given direction, destroying any (possible movement blocking) entities on its path. Best ran with: - new singleplayer map with: - water only in sta...
- Sat Apr 16, 2016 12:04 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 60817
Re: Friday Facts #113 - Better rail building
Please don't remove the option to manually place curved rails entirely...i can already see myself fighting against the algorithm that is not doing what i want it to do. Make it a config option or something, power users will want to manually place curved rails in some cases. I don't see any cases wh...
- Fri Apr 15, 2016 3:07 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 60817
Re: Friday Facts #113 - Better rail building
Please don't remove the option to manually place curved rails entirely...i can already see myself fighting against the algorithm that is not doing what i want it to do.
Make it a config option or something, power users will want to manually place curved rails in some cases.
Make it a config option or something, power users will want to manually place curved rails in some cases.
- Wed Apr 06, 2016 6:17 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Auto Launch - Rocket launching mod
- Replies: 10
- Views: 13309
Re: [MOD 0.12.11+] Auto Launch - Rocket launching mod
Tested with 8 silo's, watched 15 rockets launch. Seems to work like a charm now. Thanks a lot!
- Tue Apr 05, 2016 5:45 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Auto Launch - Rocket launching mod
- Replies: 10
- Views: 13309
Re: [MOD 0.12.11+] Auto Launch - Rocket launching mod
Prints 'First rocket has been launched' for every launch. I tweaked around a bit, and adding this works (replaced force.name with a constant, because i believe it would otherwise count for each silo. could be wrong on this, no lua expert): local force = silos.force if global.satellite_sent["Roc...
- Tue Apr 05, 2016 12:22 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Auto Launch - Rocket launching mod
- Replies: 10
- Views: 13309
Re: [MOD 0.12.11+] Auto Launch - Rocket launching mod
Looks like you forgot to initialize the global.satellite_sent variable.
Should be something similar to the init of global.silos?
Should be something similar to the init of global.silos?
- Mon Apr 04, 2016 12:58 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Auto Launch - Rocket launching mod
- Replies: 10
- Views: 13309
Re: [MOD 0.12.11+] Auto Launch - Rocket launching mod
Mod works great! The notification is a bit annoying when you're launching a LOT of rockets, can this be altered to notify every x (5, 10, 100) rockets launched? Also i see the poll delay might become an issue with LOTs of silos, possibly having rockets ready before the next poll time. Can you make t...
- Sun Mar 27, 2016 12:19 pm
- Forum: Not a bug
- Topic: [0.12.29][Steam][Windows] Zoom out with Lua reveals map
- Replies: 2
- Views: 1558
[0.12.29][Steam][Windows] Zoom out with Lua reveals map
Not sure if this is a bug, just a visual glitch or a feature...but here it goes: My buddy and i are on a multiplayer server, and sometimes we mess around with some Lua commands in the console. This time we set the zoom level to a very small decimal number. So no gradual zooming out, bam straight to ...
- Fri Mar 25, 2016 2:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.29][Steam][Windows] Crash on Save during Desync
- Replies: 1
- Views: 936
[0.12.29][Steam][Windows] Crash on Save during Desync
Tried to locally save a multiplayer game during a Desync loop (which itself was fixed after restarting factorio server process).
It caused the following crash (reproducable):
It caused the following crash (reproducable):