Search found 73 matches

by slindenau
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, ...
by slindenau
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.
by slindenau
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...
by slindenau
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
by slindenau
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...
by slindenau
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...
by slindenau
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.
by slindenau
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!
by slindenau
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...
by slindenau
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?
by slindenau
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...
by slindenau
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 ...
by slindenau
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):
factorio-current crash save map during desync.log

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