Search found 555 matches
- Sun Jan 17, 2016 10:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227815
Re: [MOD 0.12.x] Autofill
I don't write mods, but sniffing around, could the cutoff be something like game.item_prototypes["coal"]["fuel_value"] instead of 8000000? Then no special requirement for Marathon Mod needed, it'll just adjust to "coal or better" in any mod scenario. Edit: I tested thi...
- Sun Jan 17, 2016 6:47 pm
- Forum: Mods
- Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
- Replies: 12
- Views: 30326
Re: [MOD 0.12.3] Faster Locomotives 1.0.0
You need to give us more data to help. How did you try to change it? Any error messages?bigyihsuan wrote:Thanks, it now works, but now I'm having trouble changing the values for the cargo wagon.
- Fri Jan 15, 2016 4:35 pm
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Re: Need a hand decoding some code i have to maintain.
Thanks RK84. That is actually very good suggestions.. Only thing i need now is.. Where in this code does it state the speed of the splitter. As i know and tested it deals with about 60 items a sec. and i want to make the lower tier of them Slower. Would it be easiere for me to add in in the section...
- Fri Jan 15, 2016 1:14 am
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 125246
Re: Splitter not working properly
That is cool. I was bit confused until i saw those items in closed loops.
Old bug report about splitter's "feature" and counters getting tweaked:
[Resolved 0.3.2] Splitter error - not splitting
Old bug report about splitter's "feature" and counters getting tweaked:
[Resolved 0.3.2] Splitter error - not splitting
- Tue Jan 12, 2016 3:26 pm
- Forum: Mods
- Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
- Replies: 12
- Views: 30326
Re: [MOD 0.12.3] Faster Locomotives 1.0.0
Well, you can upload your latest version here or try altered version i made.bigyihsuan wrote:Did all three. Still at default speed.
I have no idea why it's not working.
- Sat Jan 09, 2016 8:40 pm
- Forum: Implemented Suggestions
- Topic: Bricks and cement with blueprints
- Replies: 2
- Views: 11224
Re: Bricks and cement with blueprints
It is possible to select pathway tiles or player made entities to blueprints, but not both at same time. Entities have higher priority. You can get around this by selecting ghosts as seen below.
- Fri Jan 08, 2016 12:01 am
- Forum: Mods
- Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
- Replies: 12
- Views: 30326
Re: [MOD 0.12.3] Faster Locomotives 1.0.0
Wagons also limit maximum speed. I've test multiple times with no wagons, still maxes out at 251.4 kph. check list: 1. data.lua file in mod's folder data.raw.locomotive["diesel-locomotive"].max_speed = 2.4 -- should go about 500 without wagons 2. Mod have to be enabled 3. Factorio needs r...
- Thu Jan 07, 2016 9:44 pm
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Re: Need a hand decoding some code i have to maintain.
There is at least couple things that need to be alter to work with new names. I suggest you add list of new splitter names to begin of control.lua e.g. local IsSmartSplitter= { "basicsmartsplitter" = true, "bettersmartsplitter" = true, "bestsmartsplitter" = true } Now I...
- Thu Jan 07, 2016 2:16 pm
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Re: Need a hand decoding some code i have to maintain.
Could you also tell if it gives you any error messages or what the code is not doing the way it should?
At first glance, I see "game" is used in OnInit function and that function is called on load. game is nil on load.
At first glance, I see "game" is used in OnInit function and that function is called on load. game is nil on load.
- Thu Jan 07, 2016 12:58 pm
- Forum: General discussion
- Topic: Performance test: basic belts vs underground belts
- Replies: 25
- Views: 34602
Re: Performance test: basic belts vs underground belts
I'm thinking about this lately. There are still possibilities to make Factorio run MUCH faster than now. The question is, is it worth to spend time on it now? Are there more just then very few people building big enough factories? The time can be also spent on different kind of improvements and fea...
- Wed Jan 06, 2016 11:49 pm
- Forum: Minor issues
- Topic: [0.12.18][posila] Black screen in changelog window.
- Replies: 14
- Views: 26329
Re: [0.12.18][posila] Black screen in changelog window.
I had black screen again after update to 0.12.21. I noticed there were new nvidia driver. so I got it and I was able to view the changelog. I hope it will work in next update.
Code: Select all
driver: nvd3dumx.dll 10.18.13.6143
- Fri Dec 18, 2015 9:20 pm
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 103534
Re: Introduction, Downloads & Release history
I'm not quite sure, but I can narrow your choices to 5. From 0.12.4 to 0.12.8, I think 0.12.4 is most likely to work.wesleytech wrote:so i am running Factorio version 0.12.1, which version of this mod should i use? i tried the latest release but it didnt work
- Wed Dec 16, 2015 8:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227815
Re: [MOD 0.12.x] Autofill
Here is the 1.3.10 Added loader.extendItemArray. Use to add items to exiting arrays. Added wildcard character * that can be used in set definitions. if entity name has * character(s) the name is convert to pattern. * are changed to .+ and - are changed to %- Added AmmoBox turrets and ammoboxes Added...
- Tue Dec 15, 2015 4:52 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 39262
- Mon Dec 14, 2015 3:43 pm
- Forum: Modding help
- Topic: Help adding a recipe
- Replies: 2
- Views: 6848
Re: Help adding a recipe
You are missing pair of curly brackets in plastic-bar.lua
Prototype definitions have to be inside single array.
Edit: You are not only one to bump into this problem. I think I will might make error message suggestion.
Prototype definitions have to be inside single array.
Code: Select all
data:extend({ --line 1
--
}) -- line 27
- Sat Dec 12, 2015 9:20 pm
- Forum: Modding help
- Topic: Is this possible?
- Replies: 4
- Views: 9112
Re: Is this possible?
Code: Select all
entity.operable = false
- Thu Dec 10, 2015 11:45 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227815
Re: [MOD 0.12.x] Autofill
Sorry for lack of attention. I can add those turrets, but I have problem adding items. The mod have to verify item exist, but it can't do that because "game" and "require" are not available in same scope. Also item have to be verified before adding them to exiting arrays. Nothing...
- Tue Nov 24, 2015 9:05 pm
- Forum: Minor issues
- Topic: [0.12.18][posila] Black screen in changelog window.
- Replies: 14
- Views: 26329
Re: [0.12.18] Black screen in changelog window.
Still in 0.12.19, but now it happens if I scroll down.
- Tue Nov 24, 2015 3:41 pm
- Forum: Minor issues
- Topic: [0.12.18][posila] Black screen in changelog window.
- Replies: 14
- Views: 26329
Re: [0.12.18] [Martin] Black screen in changelog window.
Logs might be helpful. Do I understand it correctly that whole screen turns black, not just part of a screen that would be changelog window? @rk84, do you also have Threshold 2 Update? What is your hardware spec? Yes, whole screen turns black. I also have Threshold 2 Update. Intel Core i7-4710HQ Me...
- Mon Nov 23, 2015 3:09 pm
- Forum: Minor issues
- Topic: [0.12.18][posila] Black screen in changelog window.
- Replies: 14
- Views: 26329
[0.12.18][posila] Black screen in changelog window.
After update I ended up with black screen. I run the exe again with no problem, but when I try to look changelog screen turns black.
Win 10, 64-bit installed
Win 10, 64-bit installed