lol. That's a typo, it should say synthetic wood. Also I've changed that to 1x raw wood + 1x plastic -> 30x wood.Nafen wrote:20x wood? Shouldn't it say sand?ljdp wrote:Update to v0.0.2
Added sand collector.
Added synthetic sand recipe (5x wood + 5x plastic bar -> 20x wood).
Search found 96 matches
- Mon Jul 06, 2015 12:36 pm
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 28281
Re: [WIP] Homeworld
- Sun Jul 05, 2015 11:38 pm
- Forum: Modding help
- Topic: Control.lua
- Replies: 6
- Views: 2362
Re: Control.lua
I think you can only hook onto an event once. What I do is hook onto all the events in control.lua and then forward any events on to functions defined in other files.
- Sun Jul 05, 2015 9:47 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322508
Re: Foreman 0.1.9 - A factory optimisation tool.
New Version! Download here The big change in this version is that you have more control over what's happening in the flowchart. You can click on any node and set it to run at a fixed rate, and any nodes set to 'auto' will run as fast as they can, given these limitations. This should in theory give ...
- Sun Jul 05, 2015 9:39 pm
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 28281
Re: [WIP][0.11.22] Homeworld
I've been sanity checking the needs using the excellent foreman tool . See below for a flowchart of what you'll need, currently, for the end of the last tier. http://i.imgur.com/fxQMnKH.png http://i.imgur.com/fxQMnKH.png On the one hand, I want to encourage players to have, by the endgame, massive f...
- Sun Jul 05, 2015 6:26 pm
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 24336
Re: [0.11.22] Command Control - Remote viewing and management
Thanks. Of course you can.Xterminator wrote:This is an awesome idea! Kind if I do a mod spotlight on it?
- Sun Jul 05, 2015 2:03 pm
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 24336
Re: [0.11.22] Command Control - Remote viewing and management
I just hit a bug. "Error while running the event handler: __commandcontrol__/radar_system.lua:33:LuaEntity API call when LuaEntity was invalid". It happens if you mine or destroy a radar when it had a gui open. Fixed in 1.0.1. https://github.com/perky/factorio-commandcontrol/releases/tag/...
- Sat Jul 04, 2015 11:16 pm
- Forum: Modding help
- Topic: Factorio Crash - (LuaEntity::~LuaEntity?)
- Replies: 0
- Views: 1332
Factorio Crash - (LuaEntity::~LuaEntity?)
I think my mod, homeworld. Is causing a crash. But it's really difficult to debug because it's seems like it's crashing in the C layer. It happens randomly also. I've tried disabling different parts of my code to pinpoint it down, but to no success. I'm wondering if anyone has run into a similar log...
- Sat Jul 04, 2015 10:23 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73776
Re: [0.11.x] Factorio Maps
https://forums.factorio.com/wiki/index.php?title=Lua/ProgresBarElement Haven't seen this removed in the changelogs, so should still be there for use. Just needs to be implemented in the mod. The ProgressbarElement can't be used because the map is generated in a single tick but can take long time to...
- Sat Jul 04, 2015 10:04 pm
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 24336
[0.11.22] Command Control - Remote viewing and management
Command control allows you to remotely view and manage parts of your factory. It uses radars so it doesn't add any new items. When you walk up to a radar you will be presented with a GUI in the top left. This will contain a list of all the other radars, which you can click to enable remote viewing....
- Thu Jul 02, 2015 5:54 pm
- Forum: Modding help
- Topic: Get fluid throughput
- Replies: 0
- Views: 777
Get fluid throughput
Is there a way to get fluid throughput on an entity with a fluidbox, such as the offshore-pump? I've tried getting the delta of the fluid amount with the fluid amount on the last tick but that does not work. Once a pump reaches an amount of 10 it stays at 10 from tick to tick. Also, setting the amou...
- Wed Jul 01, 2015 2:58 pm
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 28281
Re: [WIP] Homeworld
interesting, will probably try it someday soon just some suggestions : factorio is about automating (i'm sur you're aware of that :p) so the idea you have about bitters' meat does not seem right to me (even more if you need a constant income of it) the fishing building, maybe you could make it have...
- Wed Jul 01, 2015 1:58 pm
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 28281
Re: [WIP] Homeworld
Update to v0.0.2
Added sand collector.
Added synthetic sand recipe (5x wood + 5x plastic bar -> 20x wood).
Lowered sand richness.
Changed technology requirements.
https://github.com/perky/factorio-homew ... tag/v0.0.2
Added sand collector.
Added synthetic sand recipe (5x wood + 5x plastic bar -> 20x wood).
Lowered sand richness.
Changed technology requirements.
https://github.com/perky/factorio-homew ... tag/v0.0.2
- Wed Jul 01, 2015 12:46 pm
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 28281
Re: [WIP] Homeworld
I forgot to add the recipe for the distillery. If you've already started a game with homeworld, update the mod, reload the game and enter this command into chat
If you're reading this and haven't downloaded homeworld yet, it's already updated
Code: Select all
/c game.player.force.resettechnologies()
- Wed Jul 01, 2015 8:26 am
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 28281
[WIP][0.11.22] Homeworld
Homeworld changes the main objective of Factorio. You must supply resources to your homeworld so that civilization can be restored. Over time the population on the homeworld will require different needs as they progress through six tiers. Reach a population of 100K at tier 6 to win. http://i.imgur....
- Wed Jul 01, 2015 1:08 am
- Forum: Implemented mod requests
- Topic: game.addproductionstat / game.addconsumptionstat
- Replies: 0
- Views: 2177
game.addproductionstat / game.addconsumptionstat
API to add production and consumption statistics to the production stats gui when you press 'P'. This will be useful for mods that generate and consume items via non-standard entities. For example treefarm. game.addproductionstat{ item = "raw-wood", count = 10 } game.addconsumptionstat{ it...
- Wed Jul 01, 2015 12:39 am
- Forum: Modding help
- Topic: Trying to add lights to poles, is it possible?
- Replies: 17
- Views: 6400
Re: Trying to add lights to poles, is it possible?
You can check for entity equality using the equals method . This way you can keep entities as keys in a table, you need to iterate through the table the find the correct key and it's value.
Code: Select all
if entity.equals(otherEntity)