Search found 349 matches
- Thu Jan 30, 2014 10:16 am
- Forum: Implemented mod requests
- Topic: game.isconnected(ent1, ent2) / entity.isconected(ent)
- Replies: 6
- Views: 4728
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...
- Mon Jan 27, 2014 10:59 am
- Forum: News
- Topic: Friday Facts #18
- Replies: 13
- Views: 22070
Re: Friday Facts #18
I am guessing that factorio is made in C++, just because of the multiple inheritance at the end? True Factorio is written in C++ but class inheritance is not specific C++ only. Class inheritance is used in all Object Oriented languages (C++, C#, Java, Pearl, Phyton, Ruby, PHP, Objective Pascal and ...
- Fri Jan 24, 2014 1:27 pm
- Forum: Show your Creations
- Topic: Self-limiting loops and ingredients.
- Replies: 13
- Views: 16168
Re: Self-limiting loops and ingredients.
Then post a tutorial or somethingkovarex wrote:Yes, this was the use of circuit networks we were hoped people would use eventually
- Wed Jan 22, 2014 9:56 am
- Forum: Ideas and Suggestions
- Topic: Steel Reinforced Walls
- Replies: 8
- Views: 3255
Re: Steel Reinforced Walls
That's something i planned to add in industrio.slpwnd wrote:This is not very well documented, but the wall can even be moded to be active - "fight back when attacked". Think something like a birbed wire ...
Man I should really work on this mod again.
So much to do, so little time. (School ...)
- Tue Jan 21, 2014 11:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Production stats way off
- Replies: 12
- Views: 4879
Re: [0.8.8] Production stats way off
The thing is, those values (I think it applies to power as well) are not exact values but average.
Try to look at the amount of power consumed by your lamps, at the exact moment when they turn off (and you now use precisely 0 energy) You'll get what I mean.
Try to look at the amount of power consumed by your lamps, at the exact moment when they turn off (and you now use precisely 0 energy) You'll get what I mean.
- Mon Jan 20, 2014 11:05 pm
- Forum: Off topic
- Topic: This is how I felt on university sometimes.
- Replies: 2
- Views: 6692
Re: This is how I felt on university sometimes.
Actually ..
I'm currently learning code, and we just had a project where we had to setup a 3D game engine using raycasting
That was fun
I'm currently learning code, and we just had a project where we had to setup a 3D game engine using raycasting
That was fun
- Fri Jan 17, 2014 5:52 pm
- Forum: Gameplay Help
- Topic: steel bar??
- Replies: 7
- Views: 9171
Re: steel bar??
Or do it "Not Enough Items" style ?
Press "R" when mouse is on top of an item, shows a window with how to create that item.
Press "U" to show what can be crafted with it ?
Press "R" when mouse is on top of an item, shows a window with how to create that item.
Press "U" to show what can be crafted with it ?
- Thu Jan 16, 2014 11:36 am
- Forum: Off topic
- Topic: Video about Factorio
- Replies: 12
- Views: 18531
Re: Video about Factorio
Nah, the guys at numberphile are really awesome
- Wed Jan 15, 2014 10:55 pm
- Forum: Not a bug
- Topic: [0.8.8] Inserter graphism
- Replies: 2
- Views: 2857
Re: [0.8.8] Inserter graphism
Oh okay.
Still ugly though
Still ugly though
- Wed Jan 15, 2014 10:54 pm
- Forum: Spread the Word
- Topic: YouTube Commentors
- Replies: 26
- Views: 24989
Re: YouTube Commentors
Yet no one answered me about the fact that I wanted to make youtube videos.
- Wed Jan 15, 2014 8:47 pm
- Forum: Not a bug
- Topic: [0.8.8] Inserter graphism
- Replies: 2
- Views: 2857
[0.8.8] Inserter graphism
Not sure if it's a bug, but the inserter's arm is rendered on top of the electric pole.
Open me
- Wed Jan 15, 2014 6:09 pm
- Forum: Spread the Word
- Topic: YouTube Commentors
- Replies: 26
- Views: 24989
Re: YouTube Commentors
Dragging ?kovarex wrote:Hello, I already saw both of the videos and I really liked it.
One little thing, I saw, that you built power lines by clicking individual electric poles, you can build them by dragging.
What ?
I didnt know that.
Also guys if i make videos myself would you watch them ? (in french )
- Mon Jan 13, 2014 10:39 pm
- Forum: General discussion
- Topic: Steel
- Replies: 37
- Views: 17917
Re: Steel
Given the fact that even electric furnaces generate pollution, one could say that the air is full of carbon dust, and furnaces burn up that carbon, that makes pollution (same apply with miners making a lot of dust)
And 5 iron is enough to get all the required carbon from the air to make steel ?
And 5 iron is enough to get all the required carbon from the air to make steel ?
- Mon Jan 13, 2014 9:35 am
- Forum: Mods
- Topic: ?automatic rail-placing? aka A* algorithm
- Replies: 12
- Views: 17340
Re: ?automatic rail-placing? aka A*
Mind if I .. "steal" your code for my mod ?
I want to implement some sort of vehicle that'll automatically go to destination, and your algo seems perfect for that
I want to implement some sort of vehicle that'll automatically go to destination, and your algo seems perfect for that
- Mon Jan 13, 2014 9:31 am
- Forum: Ideas and Suggestions
- Topic: Rail Expansion
- Replies: 5
- Views: 2895
Re: Rail Expansion
I haven't approved this, but every train stop has a name. If you give another station the same name, the train chooses that, which is free/more near. Ah ? I though if you have 2 stations, say "StA and StB", and you open StA to rename it to StB, then StB would automatically be renamed StA ...
- Sun Jan 12, 2014 12:33 am
- Forum: Resolved Problems and Bugs
- Topic: Inserter and wagon
- Replies: 3
- Views: 1166
Re: Inserter and wagon
You cannot rotate the inserter eh ^^
- Sat Jan 11, 2014 11:40 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserter and wagon
- Replies: 3
- Views: 1166
Inserter and wagon
I found a bug with inserters and wagons.
Place a vertical track.
Place a wagon there. (Must be correctly aligned)
Place an inserter extracting from the wagon, and power it.
Now wait for the arm to extend to the wagon's center. Voila, now you cannot rotate it.
Place a vertical track.
Place a wagon there. (Must be correctly aligned)
Place an inserter extracting from the wagon, and power it.
Now wait for the arm to extend to the wagon's center. Voila, now you cannot rotate it.
- Sat Jan 11, 2014 11:00 pm
- Forum: Outdated/Not implemented
- Topic: Let's call a spade a spade.
- Replies: 4
- Views: 2763
Re: Let's call a spade a spade.
Yeah that could work
- Sat Jan 11, 2014 10:59 am
- Forum: Outdated/Not implemented
- Topic: Let's call a spade a spade.
- Replies: 4
- Views: 2763
Let's call a spade a spade.
And in this case, a pickaxe is a pickaxe, not an axe. This is a pickaxe : http://www.internationalschooltoulouse.net/y8/term3/arch/student_quiz/quizpaulandnacho/pickaxe.jpg And that is an axe : http://www.pyrene-bushcraft.com/boutique/images_produits/wetterlings-carpenters-axe-z.jpg Please fix it ! ...
- Sat Jan 11, 2014 10:59 am
- Forum: Won't implement
- Topic: Tool strength vs different things.
- Replies: 1
- Views: 2290
Tool strength vs different things.
I think that we should be able to have different tools with different strengths against different things. For example, a hammer is great to disassemble machines but sucks at mining resources, some tools might be awesome to cut trees, but useless to get machines or resources. Also It's easier to mind...