Search found 123 matches

by sore68
Thu Jul 20, 2017 12:27 pm
Forum: Technical Help
Topic: [15.30] Crash after: "Unable to chose a temporary pixel format."
Replies: 1
Views: 1102

[15.30] Crash after: "Unable to chose a temporary pixel format."

I updated factorio.
However, an error occurred when I ran it.

I erased factorio and reinstalled it.
However, the error still persists.

Attach photos and factorio-current.
by sore68
Sun Jun 18, 2017 1:53 pm
Forum: Modding help
Topic: recipe.ingredients
Replies: 2
Views: 1539

Re: recipe.ingredients

Choumiko wrote: ...

Wow!
Now it works just as I intended!
thank you so love Choumiko :D
001.png
001.png (312.89 KiB) Viewed 1509 times
by sore68
Sun Jun 18, 2017 3:26 am
Forum: Modding help
Topic: recipe.ingredients
Replies: 2
Views: 1539

recipe.ingredients

Hi I have a some problem. I add a new science pack recipes, and add new ingredients array with table.insert. But this is change original science pack recipes 001.png local item_name = "iron-plate" local scipack_container = {"science-pack-1", "science-pack-2", "scie...
by sore68
Sat May 13, 2017 2:38 pm
Forum: Resolved Problems and Bugs
Topic: [oxyd] [15.10] Map boundary
Replies: 1
Views: 2409

[oxyd] [15.10] Map boundary

You can see from the attached image.

Zoom in on the map and press F5.
If I move the map, the boundaries also move.

http://i.imgur.com/GImmmne.gifv
by sore68
Sat May 06, 2017 6:51 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63026

Re: [MOD 0.14.x] Additional-turret

timer67 wrote:...
sunfyer wrote:...
I'm sorry I'm too late.

https://drive.google.com/open?id=0B2aXP ... 3lZcjhTS0k
This Google Drive link is update 0.15. But not set the balance.

I will focus on updating the balance for a quick update(maybe 1~2 week?).

Thank you :)
by sore68
Sat Apr 22, 2017 7:48 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63026

Re: [MOD 0.14.x] Additional-turret

Maja153 wrote:How far does the Experimental Heavy Howitzer fire?
minimum 100
maximum 300 ~ 500(full upgrade)

Range Shape: Square

:)
by sore68
Fri Apr 21, 2017 1:14 pm
Forum: Angels Mods
Topic: [0.14.x][Angel's Addons - Locales]
Replies: 25
Views: 16476

Re: [0.14.x][Angel's Addons - Locales]

I did the translation for myself. I can send files or I can help. Oh! Thank you for your help! And I'm sorry I was late. There are two ways to upload a translation. The first is to upload a compressed file to this page, Secondly, there is a way to upload to github. You can do it in a convenient way...
by sore68
Thu Apr 06, 2017 12:56 pm
Forum: Mods
Topic: [MOD 0.14] Train Coupler
Replies: 33
Views: 17268

Re: [MOD 0.14] Train Coupler

image
so good!!

I think a looks good system will come out. :D
by sore68
Wed Mar 08, 2017 8:11 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63026

Re: [MOD 0.14.x] Additional-turret

Ragoras wrote:
sore68 wrote:
Ragoras wrote:
I have reinstalled the mod with the Version 0.1.4, probably my Version was too old, it is working now.
I am glad your problem has been resolved. :)
by sore68
Thu Mar 02, 2017 8:59 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63026

Re: [MOD 0.14.x] Additional-turret

Well it looks like my Problem could be another one :) I have installed your mod and under dependencies there are 4 other mods(picture 1). The Failure is seen in picture 2. I hope I didn't miss any other Comment with the same Problem. Edit: Don't mind it, I tried it with a not compatible Version, I'...
by sore68
Wed Mar 01, 2017 12:51 pm
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63026

Re: [MOD 0.14.x] Additional-turret

Could you please add the links to the required mods in the description? i can't find "bobplates" somehow bobplates mod is one of bobingabout's big mod :) https://mods.factorio.com/mods/Bobingabout https://mods.factorio.com/mods/Bobingabout/bobplates It is work without bob's mods but if us...
by sore68
Wed Mar 01, 2017 3:12 am
Forum: Implemented Suggestions
Topic: Removing items from blueprints entirely
Replies: 7
Views: 4312

blueprint correction

merged with existing suggestion, and thanks for the gif --daniel34

Click on the element to decide whether to install it.
new.gif
new.gif (403.3 KiB) Viewed 4192 times
I want to remove unnecessary elements easy and faster.
by sore68
Wed Mar 01, 2017 2:59 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 110924

Re: [0.14] Reactors & Atomic Locomotives

Hi I have a question

Is there a factor that determines the temperature of the water when the Reactor core temperature exceeds 100'C?
Reactor core temperature = 101'C and Reactor core temperature = 199'C have the same boiling performance?
by sore68
Wed Feb 22, 2017 6:43 am
Forum: Modding help
Topic: Put it in the chest with filter.
Replies: 0
Views: 686

Put it in the chest with filter.

Hi

I make new logistic-container.
And I want to filter like turrets about the items that the inserter puts in.

Is there a way?
by sore68
Fri Feb 17, 2017 4:16 pm
Forum: Modding help
Topic: How do I insert some used ammo?
Replies: 4
Views: 1638

Re: How do I insert some used ammo?

http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.ammo http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.drain_ammo game.players[player_index].get_inventory(1).insert(inv[1]) if game.players[player_index].get_inventory(defines.inventory.player_main).find_item_stack(i...
by sore68
Fri Feb 17, 2017 3:36 pm
Forum: Modding help
Topic: How do I insert some used ammo?
Replies: 4
Views: 1638

Re: How do I insert some used ammo?

http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.ammo http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.drain_ammo game.players[player_index].get_inventory(1).insert(inv[1]) if game.players[player_index].get_inventory(defines.inventory.player_main).find_item_stack(i...
by sore68
Fri Feb 17, 2017 3:15 pm
Forum: Modding help
Topic: Capsule robots that follow entity
Replies: 2
Views: 1228

Re: Capsule robots that follow entity

You create combat robot via surface.create_entity and specify its target during creation. You can only set robots target during its creation. Here's example from my old mod: local companion=ent.surface.create_entity{position=ent.position, name=robot_name, force=ent.force, target=ent} Oh thank you. ...
by sore68
Fri Feb 17, 2017 2:55 pm
Forum: Modding help
Topic: How do I insert some used ammo?
Replies: 4
Views: 1638

How do I insert some used ammo?

Hi If ammo magazine_size = 10, I want insert used ammo (1~9/10) I used two types code local inv = entity.get_inventory(1) game.players[player_index].insert({name = inv[1].prototype.name, count = inv[1].count}) game.players[player_index].insert(inv[1]) But they are return only full ammo (10/10) Is th...
by sore68
Tue Feb 14, 2017 3:03 pm
Forum: Modding help
Topic: Capsule robots that follow entity
Replies: 2
Views: 1228

Capsule robots that follow entity

Hi
I have a capsule shooting turret. and use create_entity{} (destroyer-capsule)
However, these capsules do not follow the turret.

If I want the capsule to follow the turret, do I have to make a group? Or is there another way?
by sore68
Mon Feb 13, 2017 7:15 am
Forum: Ideas and Requests For Mods
Topic: [Request] Always visible - made in
Replies: 0
Views: 843

[Request] Always visible - made in

Hi

There are times when you do not know which building's recipe you are playing in big mods.
Liquid and some cases come out well as picture.
made_in.png
made_in.png (411.22 KiB) Viewed 843 times
In most cases, however, it is difficult to find out which production facility is used in a recipe.
So I want to always show [Made In].

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