Search found 25 matches
- Fri Aug 05, 2016 2:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Request for a oil mod
- Replies: 3
- Views: 1918
Re: Request for a oil mod
Have you searched the mod database? Ther eare a few oil mods that do stuff like this?
- Wed Aug 03, 2016 5:13 am
- Forum: Not a bug
- Topic: Production machine with one recipe not working
- Replies: 6
- Views: 2433
Re: Production machine with one recipe not working
Arg you might be right. i inserted the cokery via command, I will test this as soon as I am home again.
- Mon Aug 01, 2016 5:35 pm
- Forum: Not a bug
- Topic: Production machine with one recipe not working
- Replies: 6
- Views: 2433
Re: Production machine with one recipe not working
What kind of log?
The mod is available under: https://github.com/mojo2012/factorio-mo ... processing
The mod is available under: https://github.com/mojo2012/factorio-mo ... processing
- Mon Aug 01, 2016 11:15 am
- Forum: Not a bug
- Topic: Production machine with one recipe not working
- Replies: 6
- Views: 2433
Production machine with one recipe not working
Just recently I created a cokery production machine with one recipe (wood to charcoal). When clicking on the cokery the recipe dialog pops up but no recipes are shown at all.
As soon as i added a second recipe it worked again.
As soon as i added a second recipe it worked again.
- Thu Jul 28, 2016 6:33 pm
- Forum: Modding help
- Topic: [Solved] Drawing a blank - math.random
- Replies: 4
- Views: 1619
Re: Drawing a blank - math.random
Hi, somewhere I read that math.random and multiplayer domt go too well together ... just as a sidenote
for 1% chamce you should probabely do so,ething like evolution factor *0.1
for 1% chamce you should probabely do so,ething like evolution factor *0.1
- Tue Jul 26, 2016 5:04 pm
- Forum: Modding help
- Topic: Custom Data
- Replies: 6
- Views: 2644
Re: Custom Data
You can use the factorio-stdlib API, it does the actual storage in the global context though.
- Sun Jul 24, 2016 7:59 am
- Forum: This Forum
- Topic: Posting is painful
- Replies: 5
- Views: 2625
Re: Posting is painful
I never had that kind of issue but still I think the forum should be improved a lot.
Why do textboxes have a dark grey background and black font? Either make the background white or the font. It's painful to post here.
Why do textboxes have a dark grey background and black font? Either make the background white or the font. It's painful to post here.
- Fri Jul 22, 2016 8:39 pm
- Forum: Modding help
- Topic: Can I have the mod send a private message to player?
- Replies: 4
- Views: 2786
Re: Can I have the mod send a private message to player?
If sou need more help, just drop me a Pm. I know hard it is to get into it ... I just recently started
- Fri Jul 22, 2016 8:37 pm
- Forum: Modding discussion
- Topic: The Bittersweet Feeling of Having no New Mod Ideas
- Replies: 2
- Views: 1628
Re: The Bittersweet Feeling of Having no New Mod Ideas
Hey, I have a lot of ideas but lack the manpower ;) If you want you can join me. My newest idea is a mod called mojo-exploration. Its about randomly seeding ancient alien ruins in which you can find artifacts, like weapons, shields etc. What i currently still need is graphics and new very powerful a...
- Fri Jul 22, 2016 8:02 pm
- Forum: Modding help
- Topic: Can I have the mod send a private message to player?
- Replies: 4
- Views: 2786
Re: Can I have the mod send a private message to player?
Hi, Have you tried player.print (http://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.print)? In the on plaer created event you get the actual player. The print method should just affect this one. What kind ofmod are sou trying to create? I'm still looking for interested devs to join my moddi...
- Wed Jul 20, 2016 12:30 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]: graphics for ancient ruins
- Replies: 3
- Views: 1967
Re: [Request]: graphics for ancient ruins
Nobody interested or willing to help?
- Fri Jul 08, 2016 4:06 pm
- Forum: Modding help
- Topic: Need help by making mod up tp 13.6
- Replies: 8
- Views: 2760
Re: Need help by making mod up tp 13.6
Best is to check the changelog. in there the devs mentioned that they renamed a lot of entities.
- Fri Jul 08, 2016 5:55 am
- Forum: Mods
- Topic: [MOD 0.13.x+] Improve Move 0.1.0 [Helper Mod]
- Replies: 11
- Views: 7625
Re: [MOD 0.13.x+] Improve Move 0.0.8 [Helper Mod]
Can you please upload your mod to github? this would allow us others to better learn from your mod.
And btw, it would also easily allow you to go back to and older codebase in case you messed something up
And btw, it would also easily allow you to go back to and older codebase in case you messed something up
- Fri Jul 08, 2016 5:43 am
- Forum: Modding discussion
- Topic: Register entity-related events in entity instead of script?
- Replies: 2
- Views: 1523
Re: Register entity-related events in entity instead of script?
I would even go further and create a way so that we can set an even handler function in the data.lua directly on the entity.
- Tue Jul 05, 2016 7:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]: graphics for ancient ruins
- Replies: 3
- Views: 1967
[Request]: graphics for ancient ruins
Hi guys, I'm working on a new mod. Theres's a new resource "ancient ruins" that can be mined and with a bit of luck give you powerful weapons and equipment. Also there's some ruins (currently kinda mayan temples) that can be looted. I experimented a bit with some 3d modes and tried to crea...
- Mon Jul 04, 2016 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Release/Provide MOD IDE
- Replies: 8
- Views: 4118
Re: Release/Provide MOD IDE
To be honest I haven't tried the test-mode mod, but it seems more like a map building tool. it maybe about testing your mod, but it doesnt help me build one. This mod you refer to would have to provide an entire IDE with prjoect support and all in a mod. It would also be fairly complicated to intera...
- Mon Jul 04, 2016 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Release/Provide MOD IDE
- Replies: 8
- Views: 4118
Re: Release/Provide MOD IDE
Hi, sorry if there was a misunderstanding. No I don't want a mod that creates mod - that makes no sense?? I want a tool , that creates mod for me and a tool (=IDE) that allows me to debug (debug as in real programming languages, like java) the code, that is currently running in factorio. Let me expl...
- Mon Jul 04, 2016 7:43 am
- Forum: Ideas and Suggestions
- Topic: Release/Provide MOD IDE
- Replies: 8
- Views: 4118
Release/Provide MOD IDE
Hi guys, I've been playing aroud with moding for quite some time now. If you get the hang it's quite easy to create basic mods (like new recipes). But it's a very tedious process to find the bits and peaces to make more complex mods. Most of the documentation (wiki, api docs) only provides minimal a...
- Fri Jul 01, 2016 9:12 pm
- Forum: Releases
- Topic: Version 0.13.3
- Replies: 47
- Views: 33043
Re: Version 0.13.3
Sorry, I'm using stdlib and it seems the error is laying there. Previsouly it would through an exception. Currently it just crashes the even handler function
- Fri Jul 01, 2016 8:23 pm
- Forum: Releases
- Topic: Version 0.13.3
- Replies: 47
- Views: 33043
Re: Version 0.13.3
Hi guys, I'm currently writing a mod, based on Factorio 13.3. and I have some troubles. I don't know if I'm doing something wrong here, but in this little snippet (called in the on_player_created event function) only the first log line is being printed: global.logger.log("mojo-exploration start...