Search found 278 matches
- Tue Jul 21, 2015 5:59 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 160332
[MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
EvoGUI (Evolution Factor Indicator) http://i.imgur.com/mzh0wKk.png Factorio 0.12? Yes, this thread is for the Factorio 0.12 version of EvoGUI. The new version is hosted on the mod portal: https://mods.factorio.com/mods/Narc/EvoGUI . Info: Shows you the current biter evolution factor, your play time...
- Tue Jan 13, 2015 5:24 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342429
Re: Request for interface
I noticed v0.0.7 restored the tiny size of the invisible tank -- problem is, I rather liked the larger one, as it made it easier to check on the tanker car's contents. You can change this by editing prototypes\entity\entities.lua. Lines 59 and 119 need to be uncommentated and you need to comment li...
- Wed Dec 24, 2014 12:32 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342429
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I noticed v0.0.7 restored the tiny size of the invisible tank -- problem is, I rather liked the larger one, as it made it easier to check on the tanker car's contents. Also, is there any way to force the invisible tank to align to grid? I haven't looked into Factorio modding at all, but it really sh...
- Fri Dec 12, 2014 3:24 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78068
Re: [0.11.x] Slipstream Chests - 1.0.2
[...]As for making the chests larger...come on, I can't make things too easy for you! By comparison, what I was thinking was they should be smaller than their non-slipstream counterparts. After all, some of their internal volume would be dedicated to the equipment that lets them pick stuff up off t...
- Wed Jun 25, 2014 3:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Evil train pathfinding #2
- Replies: 26
- Views: 10177
Re: [0.9.8][slpwnd]Evil train pathfinding strikes again!
Thanks for the report. Took some time but it is now fixed for 0.10.2. The problem was not with the pathfinding, but with the path execution (moving the train to match the path). Because your train was moving "backwards". Yay, thank you! Sounds like /u/rk84 was right on the money when he i...
- Wed Apr 23, 2014 7:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Evil train pathfinding #2
- Replies: 26
- Views: 10177
Re: [0.9.8] Evil train pathfinding #2
It might not be a different bug after all -- the pathfinding may have gone perfectly correctly, but the locomotive was given the wrong order ("turn left", when it should've been "turn right"). I guess the passing siding I'd built before was only accidentally working correctly -- ...
- Wed Apr 23, 2014 4:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Evil train pathfinding #2
- Replies: 26
- Views: 10177
[0.9.8][slpwnd]Evil train pathfinding strikes again!
Given this setup: https://i.imgur.com/ZaGOS5k.png where the arrows mark one-directional track and there is exactly one more station at the end of the rails heading off the bottom-right corner, one would expect a train leaving from the Bryan Burr or Marc Jaisek stops to be capable of making its way t...
- Mon Mar 04, 2013 12:40 pm
- Forum: Implemented Suggestions
- Topic: Technical: Allow selection of video card
- Replies: 10
- Views: 11886
Re: Technical: Allow selection of video card
Oh, all righty. If it is possible, it'll probably also be pretty easy, for what it's worth.
Either way, don't worry too much about it. I contributed and am happy I did so; if it happens that I can't really play the game at its normal speed, eh, I'll live.
Either way, don't worry too much about it. I contributed and am happy I did so; if it happens that I can't really play the game at its normal speed, eh, I'll live.
- Sat Mar 02, 2013 11:25 pm
- Forum: Releases
- Topic: PayPal blocking our account
- Replies: 15
- Views: 24277
Re: PayPal blocking our account
[...]Our campaign was fixed funding and that allows only PayPal to be used for money transfer from Indiegogo.[...] Minor correction -- according to Indiegogo's help system, the fact that the campaign is in euros is why you have to use PayPal. If it had been in USD, you would've had credit card proc...
- Sat Mar 02, 2013 3:08 pm
- Forum: Implemented Suggestions
- Topic: Technical: Allow selection of video card
- Replies: 10
- Views: 11886
Re: Technical: Allow selection of video card
I'm not wanting to start a series of bumps for attention, but this issue has been leaving me unwilling to actually play Factorio at home at all, and at work I'm usually busy with actual work. I'd really expect this to be as simple as adding a dropdown in the video settings panel listing all the vide...
- Sat Mar 02, 2013 3:02 pm
- Forum: Implemented Suggestions
- Topic: Forcefields
- Replies: 10
- Views: 12928
Re: Forcefields
How about forcefields continuously draining power? Also, if they're dealt damage, they'll drain more power, until the plant cannot power it, then it shuts down. So it would keep all the creepers piling up outside and launch them all at once when there is no power? I am ... not sure if I want that. ...
- Sat Mar 02, 2013 2:44 pm
- Forum: Releases
- Topic: Version 0.2.9
- Replies: 13
- Views: 24660
Re: Version 0.2.9
You can read about it more here: http://www.indiegogo.com/projects/factorio/x/2230956?c=activity I seem to recall PayPal doing the same thing to Notch way back in the early days before there was Mojang and he was still selling Minecraft Alpha (which would be around the time I joined that community)...
- Wed Feb 27, 2013 1:33 pm
- Forum: 1 / 0 magic
- Topic: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos work
- Replies: 25
- Views: 16500
Re: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos wo
0xf6aca058 in ?? () from /usr/lib/i386-linux-gnu/libdricore9.0.0.so.1 Well, if we hadn't been pointed at /dev/dri before, this would've been a big hint. As it is, it's still good confirmation. I forgot to mention I am running two X11 at once. factorio runs on the secondary X11. I tried stopping and...
- Tue Feb 26, 2013 6:03 am
- Forum: 1 / 0 magic
- Topic: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos work
- Replies: 25
- Views: 16500
Re: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos wo
I sometimes run out of real RAM, but I always have 3GB of free swap space around. I am not sure how high is the SHM limit set, but that limit is fixed and doesn't allow overcommitment AFAIK. You can't overcommit on SHM, but you can overcommit on the RAM backing it -- the SHM malloc() is just a regu...
- Mon Feb 25, 2013 2:55 pm
- Forum: 1 / 0 magic
- Topic: [Linux][i915] Shutdown takes 18s
- Replies: 6
- Views: 7927
Re: [Linux] Shutdown takes 18s
It's not just you. Clocked my testbed at 14 seconds from hitting the Quit button to the window actually closing -- note I hadn't done anything other than starting the game. Waiting for a timeout, maybe? Or just deallocating stuff? Either way, for responsiveness, the window should probably be closed ...
- Mon Feb 25, 2013 2:34 pm
- Forum: 1 / 0 magic
- Topic: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos work
- Replies: 25
- Views: 16500
Re: [Crash] [Linux] Alpha 0.2.7/8 dies with SIGBUS, demos wo
Okay, I did a bit of research and it turns out SIGBUS is generally a result of over-committing on memory. I had been looking around for conditions where pulseaudio specifically would do so, and found a discussion thread from 2010 explaining what could possibly trigger it. Further googling suggests S...
- Mon Feb 18, 2013 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.8] Crash on Blank Save
- Replies: 6
- Views: 3360
Re: [Resolved 0.2.8] Crash on Blank Save
Heh, I just included it to confirm I had it right.
- Mon Feb 18, 2013 12:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.8] Crash on Blank Save
- Replies: 6
- Views: 3360
Re: [Resolved 0.2.8] Crash on Blank Save
0-9?
Otherwise looks okay to me. /[0-9a-zA-Z._-]+/ is how I'd parse that.
Otherwise looks okay to me. /[0-9a-zA-Z._-]+/ is how I'd parse that.
- Mon Feb 18, 2013 11:43 am
- Forum: Ideas and Suggestions
- Topic: Sort inventory Key
- Replies: 14
- Views: 18030
Re: Sort inventory Key
I'd personally prefer to sort my inventory on-demand, rather than have it be done for me continuously; or else auto-sort only when something is picked up/crafted. With the current implementation, it's a little hard to subdivide a stack into a quarter-stack (split the full stack, drop the half-stack ...
- Thu Feb 14, 2013 12:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.7] inserter selection gui closes upon craftin
- Replies: 4
- Views: 3640
Re: [Bug] Filter inserter item-GUI closes when crafting
I was about to report the same bug, having just run into it. It's just a little inconvenient when you're expanding your base while crafting stuff, as I am doing at the moment.