Search found 303 matches

by immibis
Wed Feb 12, 2014 8:47 am
Forum: General discussion
Topic: Timings
Replies: 9
Views: 6538

Re: Timings

Yeah, it's great, but the issue is that the circuits require 3 cables, but the factory only produces 2 at a time. Unless the copper cabling factory is running *faster* than the Circuit factory (3 cables/cycle), having more than level 1 doesn't help and it still takes two long-arms to keep the circu...
by immibis
Wed Feb 12, 2014 7:20 am
Forum: Wiki Talk
Topic: Updating the wiki
Replies: 15
Views: 20919

Updating the wiki

Just so everyone knows, I'm adding a whole lot more information about prototypes to the wiki, starting by completing this list: https://forums.factorio.com/wiki/inde ... efinitions

And, of course, so someone can revert it if I'm doing this horribly wrong! :)
by immibis
Wed Feb 12, 2014 6:23 am
Forum: General discussion
Topic: Timings
Replies: 9
Views: 6538

Re: Timings

The worst timings issue I have is with copper cabling in a level 2 assembler or better in an simple direct Cable-to-Circuit setup. There's always a processing delay because the inserters can't keep it stocked on copper before it's processed. 2.4 per second doesn't seem to keep up with a level 2 fac...
by immibis
Wed Feb 12, 2014 6:22 am
Forum: Ideas and Suggestions
Topic: Chest-on-a-belt
Replies: 24
Views: 15088

Re: Chest-on-a-belt

How is your idea different from "make trains smaller and make them not use fuel"? • You can specify what items (and their quantity!) the chest should take. • You can configure your loading station such that the chest leaves only when it got it's items. Stations would send a new chest to t...
by immibis
Wed Feb 12, 2014 12:26 am
Forum: Modding help
Topic: Errors
Replies: 9
Views: 3637

Re: Errors Q&A

"No such node (pictures)" can't be caused by wrong paths. If you get the path wrong the error is: Sprite "<full path goes here, with the __modname__ expanded>" couldn't be loaded. "Solution" has one L, not two. It might be better to put answers next to questions, instea...
by immibis
Wed Feb 12, 2014 12:23 am
Forum: Balancing
Topic: car vs cargo wagon
Replies: 18
Views: 20494

Re: car vs cargo wagon

EstebanLB wrote:Or we can have two. The normal car with VERY nerfed storage, and a truck for those remote places when a train is too much hassle
I like this idea.
ssilk wrote:Cars can close the gap between the Logistic bots, the belts and the trains.
I'm not convinced that means anything.
by immibis
Wed Feb 12, 2014 12:22 am
Forum: Ideas and Suggestions
Topic: Chest-on-a-belt
Replies: 24
Views: 15088

Re: Chest-on-a-belt

How is your idea different from "make trains smaller and make them not use fuel"?
by immibis
Tue Feb 11, 2014 11:06 am
Forum: Ideas and Suggestions
Topic: Chest-on-a-belt
Replies: 24
Views: 15088

Re: A-chest-on-a-belt

You may laugh, but you can already have "chests" on belts. Almost.

Image

All that's missing is a way to pause the car.
by immibis
Tue Feb 11, 2014 10:55 am
Forum: Minor issues
Topic: [0.8.8] Changing recipe status from Lua causes GUI weirdness
Replies: 1
Views: 4252

[0.8.8] Changing recipe status from Lua causes GUI weirdness

If a Lua script sets the "enabled" field of a recipe while the game is running, like this: game.player.force.recipes["solar-panel"].enabled = false then: If the player's cursor is over any entity, the information panel under the minimap will disappear and not reappear until the c...
by immibis
Tue Feb 11, 2014 9:16 am
Forum: Resolved Problems and Bugs
Topic: [0.8.8] Invalid modded recipe causes game crash
Replies: 1
Views: 733

[0.8.8] Invalid modded recipe causes game crash

data:extend{ { type = "recipe", name = "crashing-recipe", enabled = "true", category = "crafting", result = {{"iron-ore", 1}}, -- This should be: result = "iron-ore", ingredients = {} } } The above recipe has an invalid result field. Inste...
by immibis
Tue Feb 11, 2014 5:44 am
Forum: Gameplay Help
Topic: Oil
Replies: 4
Views: 5448

Re: Oil

Neither, it's not in the game yet.
by immibis
Mon Feb 10, 2014 10:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.8] Mod-triggered null pointer dereference
Replies: 5
Views: 1855

Re: [0.8.8] Mod-triggered null pointer dereference

After more investigation, the crash does not occur if the electric-furnace-like entity (called iMod-aquifer-pump-powersink) has either the "placeable-neutral" or "placeable-player" flag. Maybe the game is trying to access the "order" field, which is required by either o...
by immibis
Mon Feb 10, 2014 11:34 am
Forum: Resolved Problems and Bugs
Topic: [0.8.8] Mod-triggered null pointer dereference
Replies: 5
Views: 1855

Re: Mod-triggered null pointer dereference

kovarex wrote:Hello, I would like to try it, but the mod is missing :)
Fixed!
by immibis
Mon Feb 10, 2014 11:30 am
Forum: Outdated/Not implemented
Topic: Worst suggestion ever
Replies: 11
Views: 4163

Re: Best suggestion ever

Coolthulhu wrote:It is also more fun to have buggy features to experiment with than no features.
Believe me, no it's not. And nobody would listen to the "DO NOT REPORT BUGS IN THIS".
by immibis
Mon Feb 10, 2014 11:26 am
Forum: Resolved Problems and Bugs
Topic: [0.8.8] Mod-triggered null pointer dereference
Replies: 5
Views: 1855

[0.8.8] Mod-triggered null pointer dereference

I ran into a null pointer dereference crash while trying to make a mod. Steps to reproduce: Download the mod (attached to this post) and install it. Start a new game. Spawn some items: game.getplayer().getinventory(defines.inventory.playermain).insert{name="crash-trigger-entity", count=1} ...
by immibis
Sun Feb 09, 2014 10:02 am
Forum: Implemented mod requests
Topic: game.isconnected(ent1, ent2) / entity.isconected(ent)
Replies: 6
Views: 4733

Re: game.isconnected(ent1, ent2) / entity.isconected(ent)

ent1.connectTo(ent2) would need to know the cable type - so ent1.connectTo(ent2, type) where type is "copper", "green" or "red". Well, if we're talking about electricity, it's obvious it's a copper cable. Now there could be a method using the wire type. Or another meth...
by immibis
Sun Feb 09, 2014 9:42 am
Forum: General discussion
Topic: When you mess with magic beyond your mortal comprehension
Replies: 1
Views: 2820

When you mess with magic beyond your mortal comprehension

Image

And no, they don't produce any more power than normal.
by immibis
Sun Feb 09, 2014 12:38 am
Forum: Balancing
Topic: [0.8.x] Logistics Robots
Replies: 29
Views: 39669

Re: [0.8.x] Logistics Robots

If a player has too many bots, they won't gain throughput from the extra bots, because they'll all be waiting to recharge.

And the branch problem is a different problem entirely.
by immibis
Sat Feb 08, 2014 11:19 pm
Forum: Ideas and Suggestions
Topic: Keybinding Overhaul
Replies: 10
Views: 5735

Re: Keybinding Overhaul

Escape: Yes! Pressing escape while a window is open should close the window, instead of pausing the game.

Quickbar: I think it's in one of the tips.

Cursor clearing: The right mouse button already has a function - it drops one item, or picks up half a stack, or places/uses an item.

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