That's why we must use electricity))))binbinhfr wrote:because it is not as easy to pump underground than to pump surface waterapriori wrote:Why not 1200/sec? Like vanilla offshore pump.binbinhfr wrote:I made an update with 1000/cycle
please confirm.
Search found 259 matches
- Fri Apr 28, 2017 9:43 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 93842
Re: [MOD 0.13] Water Well - pump water from the underground
- Fri Apr 28, 2017 9:37 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 93842
Re: [MOD 0.13] Water Well - pump water from the underground
Why not 1200/sec? Like vanilla offshore pump. So it'll be able to provide enough water for 20 boilers (in 0.15.x) and 40 steam engines.binbinhfr wrote:I made an update with 1000/cycle
please confirm.
- Thu Apr 27, 2017 11:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.2, SOLVED] Boiler crashed the game
- Replies: 1
- Views: 859
[0.15.2, SOLVED] Boiler crashed the game
• build boiler • insert Pack of coal as fuel (SimplePacking item, see attachments) • get crash 0.001 2017-04-27 13:32:15; Factorio 0.15.2 (build 29124, win64, alpha) 0.001 Operating system: Windows 7 Service Pack 1 0.001 Program arguments: "C:\Program Files\Factorio\bin\x64\factorio.exe" 0...
- Wed Apr 26, 2017 7:00 pm
- Forum: Not a bug
- Topic: [0.15.2] Research progress is being lost on the game loading
- Replies: 7
- Views: 2187
Re: [0.15.2] Research progress is being lost on the game loading
Ok. Resetting technologies is the key. Thanks!
- Wed Apr 26, 2017 5:51 pm
- Forum: Not a bug
- Topic: [0.15.2] Research progress is being lost on the game loading
- Replies: 7
- Views: 2187
Re: [0.15.2] Research progress is being lost on the game loading
You've got a broken mod. Remove "Simple Packing" and it will fix it. If you used that mod in MP it would desync as soon as the first player joined. 1. Why is this mod seeming broken to you? Because of resetting algorithm in controls.lua? Or local variable outside all functions? I should k...
- Wed Apr 26, 2017 5:02 pm
- Forum: Not a bug
- Topic: [0.15.2] Research progress is being lost on the game loading
- Replies: 7
- Views: 2187
Re: [0.15.2] Research progress is being lost on the game loading
Can you give me a save file and steps to reproduce it? Yep. https://yadi.sk/d/r2yBUfV13HP86R • Load the savegame. • Start researching "Architecture" (Factorissimo2 first tech). • Save the game. • Exit the game. • Start the game and load the savegame. • Ooops, my sci-packs and progress get...
- Wed Apr 26, 2017 4:42 pm
- Forum: Not a bug
- Topic: [0.15.2] Research progress is being lost on the game loading
- Replies: 7
- Views: 2187
[0.15.2] Research progress is being lost on the game loading
Subject itself.
- Wed Apr 26, 2017 3:59 pm
- Forum: Modding help
- Topic: Custom styles seem broken
- Replies: 0
- Views: 491
Custom styles seem broken
I've got custom style: data.raw["gui-style"].default["teleportation_sprite_button_style"] = { type = "button_style", parent = "button_style", width = 32, height = 32, top_padding = 0, right_padding = 0, bottom_padding = 0, left_padding = 0, font = "defaul...
- Wed Apr 26, 2017 3:50 pm
- Forum: Modding help
- Topic: How to add-on for mod
- Replies: 7
- Views: 1989
Re: How to add-on for mod
Nexela and Choumiko, that's exactly what I wanted! Thanks.
- Wed Apr 26, 2017 2:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.2] Error on app start: no map settings instance
- Replies: 3
- Views: 3275
Re: [0.15.2] Error on app start: no map settings instance
I've found the reason. I've used data.raw[][].effects.add instead of table.insert - log file says it, but screen splash doesn't.
Solved. Thanks.
Solved. Thanks.
- Wed Apr 26, 2017 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.2] Error on app start: no map settings instance
- Replies: 3
- Views: 3275
[0.15.2] Error on app start: no map settings instance
Can't start the game application. Even when all mods are off.
EDIT: Reinstalling doesn't help.
EDIT: Reinstalling doesn't help.
- Wed Apr 26, 2017 10:03 am
- Forum: Modding help
- Topic: How to add-on for mod
- Replies: 7
- Views: 1989
Re: How to add-on for mod
I have used it here https://forums.factorio.com/viewtopic.php?f=135&t=44345 -- init function initEntity (entity) if not entity then return end if not global.entities then global.entities = {} end if not global.ID then global.ID = 1 else global.ID = global.ID + 1 end printAll("101 ".. ...
- Wed Apr 26, 2017 9:55 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 64258
Re: [0.15] Mod setting/config interface - give your input
Is there any tutorial or documentation about how to realize mod's settings? Examples are welcome. I'd like to know, e.g. how to make a group of radio-options (if possible) and integer variable with upper and lower thresholds (textbox/slider). EDIT: found right here :D https://forums.factorio.com/vie...
- Tue Apr 25, 2017 10:39 pm
- Forum: Technical Help
- Topic: Waste of disk space
- Replies: 2
- Views: 1375
Waste of disk space
Why do devs include factorio.pdb in the releases? AFAIK it's garbage for the end-user. Renaming or removing it does not affect the game (tested), but it takes 200+ MB of disk space (30+ when archived).
- Tue Apr 25, 2017 9:51 pm
- Forum: Modding help
- Topic: Is this possible?
- Replies: 8
- Views: 3443
Re: Is this possible?
{ type = "recipe", name = "uranium-processing", energy_required = 10, enabled = false, category = "centrifuging", ingredients = {{"uranium-ore", 10}}, icon = "__base__/graphics/icons/uranium-processing.png", subgroup = "raw-material", orde...
- Tue Apr 25, 2017 9:43 pm
- Forum: Modding help
- Topic: How to add-on for mod
- Replies: 7
- Views: 1989
How to add-on for mod
I want to make an add-on for my mod. The original mod adds buildable entity. It's being "remembered" in a list when built. My add-on is gonna add a ticker for these entities. How to realize it more optimal? I've got only one way in my mind: Get the list of entities from the original mod an...
- Tue Apr 25, 2017 8:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Hud & Russian
- Replies: 6
- Views: 2617
Re: [0.15.1] Hud & Russian
Salvation: Open __FactorioInstallFolder__\data\core\locale\ru\ and replace those terribly translated rows 102-109 with the following: Решение: Откройте __ПапкаУстановкиФакторки__\data\core\locale\ru\ и замените эти бездумно переведенные строки (со 102 по 109) следующими: si-prefix-symbol-exa=Э si-pr...
- Fri Apr 21, 2017 6:29 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 145075
Re: Friday Facts #187 - Space science & 0.15 graphics
It just strikes me as odd that the science packs would show up inside the rocket silo, to my way of thinking it would be cool if they are delivered somewhere else separately (data receiving comm tower or some kind of drop pods). How would you describe the way that the science packs end up in the si...
- Mon Apr 03, 2017 5:29 pm
- Forum: Modding help
- Topic: [0.14] functions call order(?)
- Replies: 1
- Views: 698
[0.14] functions call order(?)
I've got a code, smth like this: script.on_event(defines.events.on_chunk_generated, function(event) if event.surface.name == "nauvis" then Process(event.surface, event.area) end end) function Process(s, a) game.players[1].print("Process") Operate() end function Operate() function...
- Fri Feb 17, 2017 7:42 pm
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23913
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
Vote for wlfbck's idea. We (modders) should get feedback from users to find out our mods' errors, imho. There's contact info in info.json, so it would be good to either ask the player to send a feedback or send report automatically. ADD: Because this game is about total automation. Even when we're t...