Search found 410 matches
- Fri Mar 10, 2017 8:20 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 38636
Re: Friday Facts #181 - Calm before the storm
For keys send like that, I think that a tagging system would be great : The youtuber ask you for a steam key, through the youtube mp system, you give them one. This key is not a normal one, this is a press version, this version has some differences : When adding factorio on steam, it would be named ...
- Sun Feb 26, 2017 4:23 am
- Forum: Texture Packs
- Topic: [Submission] Idiocracy Toilet pump
- Replies: 2
- Views: 4276
Re: [Submission] Idiocracy Toilet pump
The reason your game cuts the top is because it doesn't updated the crop-cache for this texture, you simply need to remove the crop-cache file in factorio folder
- Fri Feb 24, 2017 9:51 am
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2852
Re: [0.14.22] get_control_behavior() bad performance
Yep, that's Lua for you. There's nothing special about that method other than your calling it a ton, it involves a ton of small strings and tables, and it's Lua. There's nothing I can do about that - it's working as fast as it can. The thing is that for the mod that use them, it needs to read them ...
- Fri Feb 24, 2017 3:41 am
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2852
Re: [0.14.22] get_control_behavior() bad performance
Yeah, I've seen the same issues, especially with recursive blueprints (https://github.com/justarandomgeek/factorio-bad-chest/issues/3). I'd love there to be a way to react to signals on every tick without bogging down performance. The only way I've found for now is indexing only what we need and pu...
- Fri Feb 24, 2017 2:27 am
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2852
[0.14.22] get_control_behavior() bad performance
In order to create a mod that add programming I used constant combinators as the main entity that hold value and instructions, for it to work I need to read and write on them each ticks, when we start having a lot of them (30 entities) it start lagging, the culprit seems to be the get_control_behavi...
- Wed Feb 22, 2017 5:45 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 538622
Re: [MOD 0.14] AAI Programmable Vehicles
I've managed to make my first Programmable Controller setup controlling AAI
Basically this :
Replace that :
You can look at the thread here
Basically this :
Replace that :
You can look at the thread here
- Wed Feb 22, 2017 5:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29788
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
Hey, I've good news for you ! I've uploaded a beta version of the new version of programmable controllers, why ? Because for now it's incomplete, but you can play with some functions just to look a bit. programmable-controllers_0.14.0.zip I've managed to make a specific system in factorio and this i...
- Sat Feb 18, 2017 3:49 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23711
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
Ideally it'd activate the matching mods (and deactivate others, unless maybe harmless things like graphics only?) when joining server without restart of game. And download mods you don't have from the server automatically. And manage multiple versions of mods if needed. And if mod has error, no too...
- Fri Feb 17, 2017 7:21 pm
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23711
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
How exactly mini tutorials would works ? Will it be a mini scenario that pops out of the original world, like on a temporary subsurface ? Will it be a complete mini scenario that ask to save, play this one then after reload the first world ? Will it be like those explanations of inserters and steam ...
- Thu Feb 16, 2017 4:58 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29788
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
Here the first program I've done yet:
- Wed Feb 15, 2017 10:59 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52532
Re: Friday Facts #177 - Difficulty settings
Alien artifacts being removed? Yet they just got a new icon! I think that there might've been a communication error there. I think they got their new icon BECAUSE they're being removed. Otherwise the icon would have been wasted entirely. Looks more like scales than artifacts, though. Why do people ...
- Tue Feb 14, 2017 7:57 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29788
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
Here a quick update on where I am on the update of this mod : Firstly, enjoy the new graphics : factorio.png If anybody would like to make icon corresponding to each computer module it would be great, for now I only have a chip with the name on them, but I really appreciate something that looks like...
- Sun Feb 12, 2017 8:07 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52532
Re: Friday Facts #177 - Difficulty settings
For those which complain about time ... I have a diferent aproach ... I consider the dev releasing 0.15 in june, so it's not really frustrating, (unless they release it after june), and the sooner is simply the better ... but also the bigger is the better ... Dev take your time to make this game gre...
- Fri Feb 10, 2017 7:22 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52532
Re: Friday Facts #177 - Difficulty settings
To sum up some idea for this gui : min/max range sliders would be preferable over two sliders, it avoid duplicate lines, save some space and is intuitive range map settings would be preferable, but I think it should get a dropdown button just after the range to choose common values like itnis now ma...
- Wed Feb 08, 2017 2:22 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34658
Re: Friday Facts #174 - Mod gui
If you want, there is this mod that automaticaly hide minimap when looking at logistic chest
https://mods.factorio.com/mods/daniel34 ... p-autohide
https://mods.factorio.com/mods/daniel34 ... p-autohide
- Sat Jan 21, 2017 4:13 am
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34658
Re: Friday Facts #174 - Mod gui
Almost all gui are either a informative one the client could hold, a sensitive one the server could handle in conjunction with the client side one, and the other scripts with are common to client and server. client side control could be naned : control-client.lua server side control could be naned ...
- Fri Jan 20, 2017 10:24 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34658
Re: Friday Facts #174 - Mod gui
Also if this is a simple optional lua file, could you provide it for modders somewhere, so they could update to this system asap in 0.14 and use it in 0.15 natively ?
- Fri Jan 20, 2017 10:21 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34658
Re: Friday Facts #174 - Mod gui
Plss make the mod-gui scenario friendly, it would help my server allot! It would also be cool if there was a way to make server side and client side code and the communication between the client and the server. Take for instance garry's mod it has client and server side code and a way to communicat...
- Thu Jan 19, 2017 4:44 am
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 36592
Re: Friday Facts #150 - New Terrain Experiments
Late but still interesting, some biomes could modify the chance of having bitters, if they don't like too cold or too hot biomes, they could not naturely spawn in them. If we get wind turbines, they could be more efficient in cold terrain. Sulfuric terrain could be desertic with less resources and c...
- Thu Dec 29, 2016 10:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29788
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
My interest is mainly because this is the kind of mods I want to see working ...