I believe the probability theory works a bit differentlymalecord wrote:50% + 50% = 100%
100% chance of something 0.13 related today!
Search found 74 matches
- Fri Jun 10, 2016 1:22 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 88556
Re: Friday Facts #141 - Mod Portal
- Wed Jun 08, 2016 1:18 pm
- Forum: Implemented Suggestions
- Topic: Trains numbers for circuit network in v0.13
- Replies: 12
- Views: 7539
Re: Trans numbers for circuit network in v0.13
As far as I understand, the circuit network stores not simple abstract numbers. It works on the counts of some real items or virtual signals. Having this in mind it's not so obvious how the train number can be represented.
- Wed Jun 08, 2016 12:28 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 149419
Re: Version 0.12.35
It depends on what is out. If it's about 0.12.35 - yep, it's out. 0.13 still is notbNarFProfCrazy wrote:Or is it fake/troll?PUNISHER989 wrote:ITS OUT, DROP YOUR PANTIES
- Tue Jun 07, 2016 11:19 pm
- Forum: Modding help
- Topic: nil value by acces to global variable
- Replies: 6
- Views: 2216
Re: nil value by acces to global variable
I swear it willderbobo wrote: I know but when the table is empty the for statement will never stop
- Tue Jun 07, 2016 3:27 pm
- Forum: Implemented mod requests
- Topic: Full access to prototype info at runtime
- Replies: 19
- Views: 6288
Re: Full access to prototype info at runtime
This has been answered already. The developers state that it would take a lot of time to expose the data.raw prototypes to the game-time code properly. So it's is unlikely to be done in the near future.
- Sat Jun 04, 2016 11:53 am
- Forum: Ideas and Suggestions
- Topic: Signal with floating point value
- Replies: 11
- Views: 5185
Re: Signal with floating point value
Floats aren't appropriate for anything. All useful values under the sun can be comfortably expressed with int. Could you please help me with expressing 1/3 with int? And PI please. Fixed-point arithmetics can be useful only to increase calculation performance, which is not the case here (or if you ...
- Fri Jun 03, 2016 7:29 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 88556
Re: Friday Facts #141 - Mod Portal
The new locomotive is cool! But what I personally like the most - is the idea of saving all the mods state. For modders having the possibility to use all the Lua constructs would be totally priceless! Most important question: will potato mod be avaliable for 0.13? I hope the devs will find some time...
- Fri Jun 03, 2016 2:26 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 149419
Re: Version 0.12.35
Have anyone tried the Potato mod already?
- Fri Jun 03, 2016 1:36 pm
- Forum: Modding discussion
- Topic: 0.13 Lua API documentation preview
- Replies: 11
- Views: 4185
Re: 0.13 Lua API documentation preview
Thanks a lot! So many things to discover!
- Thu Jun 02, 2016 9:20 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 4404
Re: Splitter prototype location?
I'm hoping to make it something that's changeable in-game; you'd click on the spliter, and then you could adjust the split ratios with up & down arrows. What sort of special coding will I need to set that up? Well... I'm not 100% sure that it is possible. Still you may give it a try, but it wil...
- Thu Jun 02, 2016 5:05 pm
- Forum: Modding help
- Topic: Code not working
- Replies: 5
- Views: 1982
Re: Code not working
I guess, data.lua should be enough as everything defined in it will be available later on in -updates and -final-fixes
- Thu Jun 02, 2016 1:39 pm
- Forum: Modding help
- Topic: Code not working
- Replies: 5
- Views: 1982
Re: Code not working
The reason is that currently these two NE mods have conflicting access to the NEConfig.mod variable. Both of them have 'detectmod.lua' scripts and each of them starts with NEConfig.mod = {} thus efficiently clearing all the info that have been written there by another mod. The Natural_Evolution_Buil...
- Thu Jun 02, 2016 8:44 am
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 149419
Re: Version 0.12.35
I'm glad I could help. You are welcome! Всегда пожалуйста
- Wed Jun 01, 2016 9:48 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 4404
Re: Splitter prototype location?
Something of what I'm going to write you may already know :) The idea is to get the filled data.raw table containing all the prototypes to be used in the game after all prototypes definition stages. After the prototype is defined it is assumed to be stored under data.raw[<type>][<name>] where <type>...
- Wed Jun 01, 2016 8:52 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 4404
Re: Splitter prototype location?
For those once involved it's never too late, I believe. It's just a matter of having an interesting project to work at
- Wed Jun 01, 2016 7:42 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 4404
Re: Splitter prototype location?
You must be kidding :D I'm quite a newbie to Factorio (discovered it only since Steam release unfortunately). But you might know how it happens: you start trying to play on Friday evening and then suddenly it's Monday morning :D The thing that helps me a bit is that I'm a programmer IRL so it was no...
- Wed Jun 01, 2016 7:29 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 149419
Re: Version 0.12.35
I am not sure, but is this update affects steam? I still have 0.12.33 ... Maybe I am missing something? Try to open game Properties dialog in Steam. There should be a Beta versions tab which will allow you to select experimental Factorio version to download instead of stable 0.12.33. After that the...
- Wed Jun 01, 2016 7:20 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 4404
Re: Splitter prototype location?
I'd highly recommend the JetBrains IntelliJ IDEA with Lua plugin (the Community Edition is completely free and opensource). It provides not only a project management, quick search, but also advanced code-highlighting (like separate styles for global/local variables/fields/closures etc.), a number of...
- Wed Jun 01, 2016 4:16 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 149419
Re: Version 0.12.35
At least the things keep moving May the upcoming release preparations go smoothly
- Wed Jun 01, 2016 4:12 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 4404
Re: Splitter prototype location?
Splitter prototypes are in __base__/prototypes/entity/entities.lua. Starting at line 321 (for me) or just search for the "splitter" string.