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Paste #pppfawycl

  1. @ -47,6 +47,7 @@
  2. #include "effectvehicle_base.h"
  3. #include "vehiclelist.h"
  4. #include "bridge_map.h"
  5. #include "tunnelbridge_map.h"

Paste #psmc4rgro

  1. (gdb) run
  2. Starting program: /usr/bin/inkscape
  3. warning: Loadable section ".note.gnu.property" outside of ELF segments
  4. warning: Loadable section ".note.gnu.property" outside of ELF segments
  5. warning: Loadable section ".note.gnu.property" outside of ELF segments

Paste #pwzuepjb9

  1. function World:destroyEntity(entity)
  2.   for i, e in ipairs(self.entities) do
  3.     if e == entity then
  4.       table.remove(self.entities, i)
  5.       break

Paste #pxouetc0k

  1. planetmaker@localhost:~/dev/unknown-horizons$ ./run_uh.py
  2. Traceback (most recent call last):
  3.   File "/usr/lib64/python3.6/site-packages/fife/fife.py", line 18, in swig_import_helper
  4.     return importlib.import_module(mname)
  5.   File "/usr/lib64/python3.6/importlib/__init__.py", line 126, in import_module

Paste #pvo6zjzxv

  1. "We Built This City"
  2.  
  3. Cargos
  4. * sugar
  5. * flour

Paste #pszeomuz6

  1. diff --git a/CorsixTH/Lua/world.lua b/CorsixTH/Lua/world.lua
  2. index 99c6df1..e789060 100644
  3. --- a/CorsixTH/Lua/world.lua
  4. +++ b/CorsixTH/Lua/world.lua
  5. @@ -2109,11 +2109,14 @@ function World:objectPlaced(entity, id)

NotRoadTypes

  1. Spec
  2.  
  3. Essential
  4.     • ‘road' and ‘tram' are independent, like ‘road’ and ‘rail’
  5.     • they can coexist on the same tile in some cases, but do not influence each other

Paste #pyp8qrujr

  1. tilelayout small_airport_layout_seaplane_north {
  2.  rotation: DIRECTION_NORTH;
  3.  0, 0: seaplane_dock_negative_tile;
  4.  1, 0: water_tile;
  5.  2, 0: seaplane_dock_negative_tile;

Paste #pba9c21ya

  1. # http://stackoverflow.com/questions/12795790/how-to-colorize-git-status-output
  2. # http://stackoverflow.com/questions/10998792/how-to-color-the-git-console-in-ubuntu
  3. [color]
  4.     status = auto
  5.     diff = auto

Paste #pinlztase

  1. [(0, 13), (1, 344), (2, 204), (3, 96), (4, 92), (5, 65), (6, 37), (7, 19), (8, 26), (9, 14), (10, 9), (11, 5), (12, 10), (13, 5), (14, 10), (15, 9), (16, 8), (17, 6), (18, 5), (19, 4), (20, 6), (21, 5), (22, 4), (23, 4), (24, 2), (25, 3), (26, 1), (27, 5), (28, 2), (29, 1), (30, 3), (31, 4), (32, 2), (33, 2), (34, 1), (35, 3), (36, 1), (37, 1), (40, 2), (41, 1), (42, 1), (43, 1), (44, 1), (45, 2), (47, 1), (48, 1), (49, 2), (51, 2), (52, 2), (53, 1), (54, 2), (55, 1), (60, 2), (61, 2), (64, 1), (73, 4), (74, 2), (75, 1), (76, 1), (77, 1), (81, 1), (82, 1), (84, 1), (85, 1), (89, 1), (90, 1), (95, 1), (97, 1), (98, 1), (99, 1), (100, 1), (102, 1), (103, 2), (105, 1), (116,

Paste #posoqdnuc

  1. Before  for (; i < lengthof(_railtypes);          i++) _railtypes[i] = RailtypeInfo(); // zero-init
  2. -       [4] {base_sprites={...} gui_sprites={...} cursor={...} ...} RailtypeInfo
  3. +       base_sprites    {track_y=0 track_ns=0 ground=0 ...} RailtypeInfo::<unnamed-type-base_sprites>
  4. +       gui_sprites {build_ns_rail=0 build_x_rail=0 build_ew_rail=0 ...}    RailtypeInfo::<unnamed-type-gui_sprites>
  5. +       cursor  {rail_ns=0 rail_swne=0 rail_ew=0 ...}   RailtypeInfo::<unnamed-type-cursor>

Paste #p9ffxs9pv

  1. --[[
  2. This function checks if a tile has no entity on it and (optionally) if it is not
  3. in a room.
  4. !param x (integer) the queried tile's x coordinate.
  5. !param y (integer) the queried tile's y coordinate.
  1. ebchat@msd1449222.lnk.telstra.net] has joined #factorio
  2. [12:49] <wad67> How does one use multiplayer without forwarding ports? I have attempted hamachi but that does not work.
  3. [12:49] <wad67> Related topic: https://forums.factorio.com/viewtopic.php?f=53&t=21244
  4. [12:49] <TrangarBot> Steam multiplayer?          http://https://forums.factorio.com/viewtopic.php?f=53&t=21244
  5. [12:50] <wad67> Link is broken.

Paste #pmjggsh99

  1.   if self.falling_anim and self:canPeeOrPuke(current) and self.has_fallen == 1 then
  2.     self:setNextAction(FallingAction():setMustHappen(), 0)
  3.     self.has_fallen = 2
  4.     if self.has_fallen == 2 then
  5.       self:setNextAction{name = "on_ground"}

Paste #pvvpwsinb

  1. Trans-Continental
  2.  
  3. Gameplay mechanics
  4.  
  5. TL;DR