Search found 435 matches
- Sat Jul 25, 2015 3:02 pm
- Forum: Gameplay Help
- Topic: Disable pollution cloud indicator
- Replies: 5
- Views: 8970
Re: Disable pollution cloud indicator
I think there's an checkbox in options to show pollution on the map. Try unchecking it.
- Fri Jul 24, 2015 5:02 pm
- Forum: Already exists
- Topic: on_tick_20 & on_tick_60 events
- Replies: 2
- Views: 4165
Re: on_tick_20 & on_tick_60 events
Why not just use modulo? Like:
You only ever need one if statement for that.
Code: Select all
if event.tick % 20 == 0 then
whatever code you need to be run every 20 ticks
end
- Tue Jul 21, 2015 6:30 pm
- Forum: General discussion
- Topic: 0.12 - Stone and concrete path 'mine a path'
- Replies: 7
- Views: 13730
Re: 0.12 - Stone and concrete path 'mine a path'
Until 0.12.1 comes.Stickman wrote:You can also use the concrete to terraform water into land.
- Mon Jul 20, 2015 6:48 am
- Forum: General discussion
- Topic: Stone brick and Concrete floors
- Replies: 2
- Views: 5281
Re: Stone brick and Concrete floors
Oh, so you can actually get rid of them without robots? Wonderful, I thought I was stuck with that ugly patch of misplaced bricks forever.
- Sat Jul 18, 2015 2:23 pm
- Forum: Gameplay Help
- Topic: Chain signals?
- Replies: 5
- Views: 7112
Chain signals?
Would any kind soul here be willing to explain how chain signals work, how are they different from regular signals and what are their uses? Are they simply regular signals that also need the following block free to turn green, or is their function more complicated?
- Thu Jul 09, 2015 7:54 pm
- Forum: Modding help
- Topic: Can you implement Swarm AI
- Replies: 1
- Views: 1182
Re: Can you implement Swarm AI
You can't change behaviour of individual units. However, you can give them orders and put them into groups (which you can then give orders to instead of individual units) Basically, a large scale strategic AI is viable, while a tactical AI governing individual biters is... less so. Not impossible, b...
- Wed Jul 08, 2015 1:47 pm
- Forum: General discussion
- Topic: Who is back for .12 !
- Replies: 22
- Views: 13499
Re: Who is back for .12 !
I haven't played since 0.11.7 or so, since I'm not a fan of the new endgame idea and wanted to see how it would pan out. But there's so much new stuff planned for 0.12, and so many new modding possibilities!
- Mon May 18, 2015 11:46 am
- Forum: General discussion
- Topic: 3D model source files?
- Replies: 9
- Views: 16300
Re: 3D model source files?
No you can't have them. Why? I think it would be great if the devs released them. Not all of them of course, but a few examples to let modders know how the devs do it would help a lot. Just look at how mod graphics look now, even the best user models are terribly inconsistent with the game's defaul...
- Sat Apr 18, 2015 8:16 am
- Forum: News
- Topic: Friday Facts #82 - Optimisations
- Replies: 58
- Views: 45297
Re: Friday Facts #82 Optimisations
For 0.12, I completely rewrote the internal logic of all the transport belt related entities (belt, underground belt, splitter). The items on the belts are no longer represented as individual entities. These are just very simple internal structures moving on small invisible "rails". Will ...
- Thu Feb 05, 2015 7:28 am
- Forum: Modding discussion
- Topic: Boiler energy is bounded ?!
- Replies: 8
- Views: 10440
Re: Boiler energy is bounded ?!
It doesn't exist. Idle consumption is controlled by the energy_source.drain property, and it defaults to energy_consumption / 30.Fatmice wrote:Where did you find resting_consumption? I never saw it in any prototypes...
- Wed Feb 04, 2015 11:37 pm
- Forum: General discussion
- Topic: Little things I love about the game
- Replies: 10
- Views: 4580
Re: Little things I love about the game
In 0.11, cars are pretty much unbreakable by collisions. Oh, I don't know. Every time I get mine hit by a train it still blows up :D Trains in 0.11 are actually elder gods in disguise. You can park one in the middle of a biter base, get coffee and then return back to see they've barely scratched th...
- Wed Feb 04, 2015 5:50 pm
- Forum: Releases
- Topic: Version 0.11.15
- Replies: 58
- Views: 61850
Re: Version 0.11.15
Is it disabled completely, or only for multiplayer (like game.player)?kovarex wrote:Disabled the LuaPlayer::cursorposition and zoom as they were not deterministic.[/list][*]Changes
- Wed Feb 04, 2015 5:40 pm
- Forum: General discussion
- Topic: Little things I love about the game
- Replies: 10
- Views: 4580
Re: Little things I love about the game
Agree about these two. Don't care to admit how many times I've shot up my own stuff trying to pause or unpause the game with shift+space. I don't use the car much because constantly repairing it is a pain. Would be nice if it was invulnerable to collisions apart from with worms/biters and worm/bite...
- Wed Feb 04, 2015 4:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Accumulators split between electric networks
- Replies: 1
- Views: 883
[0.11.13] Accumulators split between electric networks
When you have multiple electric networks share their generators and machines, only one of the networks shows any electricity production and consumption, the rest appears to be empty. Whether that is intentional or not, I have no idea. It does lead to one particular issue, though - if placed in a cer...
- Tue Feb 03, 2015 9:39 pm
- Forum: Implemented mod requests
- Topic: [Request]Access to entity properties from control code
- Replies: 4
- Views: 6717
Re: [Request]Access to entity properties from control code
I'm not sure if you know about this, but you can use the game.entityprototypes table to access properties of entity prototypes from control.lua.
- Mon Feb 02, 2015 11:22 pm
- Forum: Gameplay Help
- Topic: Actual length of game night?
- Replies: 6
- Views: 12186
Re: Actual length of game night?
After some schooling from Rseding, it seems the wiki was wrong. The day-night cycle is 7 minutes long and night is 41 seconds long, and it has been this way for at least a year.
- Mon Feb 02, 2015 10:36 pm
- Forum: General discussion
- Topic: Game stops for autosave - thoughts?
- Replies: 33
- Views: 14220
Re: Game stops for autosave - thoughts?
If any of you played Banished - think about the autosave indicator in that game. It is very non-intrusive, but still gives you the indication if you want to see it. Yeah, Banished did it really well. It only shown a little icon of a guy with a pickaxe in one of the corners. Perhaps Factorio could s...
- Mon Feb 02, 2015 9:35 pm
- Forum: Gameplay Help
- Topic: Actual length of game night?
- Replies: 6
- Views: 12186
Re: Actual length of game night?
Our results match then, and if wiki is right and it wasn't so in 0.11.8, it's either an undocumented change or a bug. Time to where devs will file the report.
- Mon Feb 02, 2015 9:28 pm
- Forum: General discussion
- Topic: Game stops for autosave - thoughts?
- Replies: 33
- Views: 14220
Re: Game stops for autosave - thoughts?
I've turned off the autosave because of this. I barely noticed autosaves before, and even on large factories it was just a brief stutter, but now the darkening and progress bar are incredibly distracting. It would be great if it was possible to turn this off in options.
- Mon Feb 02, 2015 5:29 pm
- Forum: Gameplay Help
- Topic: Actual length of game night?
- Replies: 6
- Views: 12186
Actual length of game night?
On this page , the wiki says the game night (ie the time when solar panels generate no power) is 66.5 seconds long. However, I just measured it with a stopwatch and got a result of somewhere around 40 seconds, not 66.5 seconds. It's not a problem of the game running too fast, as machines idly draini...