Search found 303 matches
- 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...
- Wed Feb 12, 2014 7:28 am
- Forum: Show your Creations
- Topic: Rocket defense best time thread
- Replies: 7
- Views: 10404
- 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!
And, of course, so someone can revert it if I'm doing this horribly wrong!
- 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...
- 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...
- 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...
- Wed Feb 12, 2014 12:23 am
- Forum: Balancing
- Topic: car vs cargo wagon
- Replies: 18
- Views: 20494
Re: car vs cargo wagon
I like this idea.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'm not convinced that means anything.ssilk wrote:Cars can close the gap between the Logistic bots, the belts and the trains.
- 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"?
- 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.
All that's missing is a way to pause the car.
All that's missing is a way to pause the car.
- 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...
- 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...
- 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.
- 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...
- 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
Fixed!kovarex wrote:Hello, I would like to try it, but the mod is missing
- Mon Feb 10, 2014 11:30 am
- Forum: Outdated/Not implemented
- Topic: Worst suggestion ever
- Replies: 11
- Views: 4163
Re: Best suggestion ever
Believe me, no it's not. And nobody would listen to the "DO NOT REPORT BUGS IN THIS".Coolthulhu wrote:It is also more fun to have buggy features to experiment with than no features.
- 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} ...
- 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...
- 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
And no, they don't produce any more power than normal.
- 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.
And the branch problem is a different problem entirely.
- 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.
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.