Search found 40 matches
- Wed May 17, 2017 5:41 pm
- Forum: Technical Help
- Topic: Game not recording mass-production achievements anymore.
- Replies: 4
- Views: 1894
- Wed May 17, 2017 5:02 pm
- Forum: Technical Help
- Topic: Game not recording mass-production achievements anymore.
- Replies: 4
- Views: 1894
Re: Game not recording mass-production achievements anymore.
Thanks for the update.daniel34 wrote:Thanks for the notice. Mass-production achievements are already fixed for 0.15.12, the next release.
Is there a bug report for the Circuit veteran and Computer age achievements? I would like to keep track of those.
- Wed May 17, 2017 12:25 pm
- Forum: Technical Help
- Topic: Game not recording mass-production achievements anymore.
- Replies: 4
- Views: 1894
Game not recording mass-production achievements anymore.
Hey guys, I am currently achievement-hunting and according to my production tab I Have produced 26K red circuits in the last hour, but I have not gotten the achievement (Curcuit Veteran). I also don't seem to get anymore progress trowards the Mass Production achievement (Produce 20 million Green Cur...
- Fri May 05, 2017 8:38 pm
- Forum: Duplicates
- Topic: [0.15.8] Crash when transfering chain signals
- Replies: 0
- Views: 669
[0.15.8] Crash when transfering chain signals
When I tried to transfer chain signals to another player the game crashed. Repeated the action multiple times to confirm the crash. When other players tried to tranfer chain signals to me the game also crashed for them but my game (server) kept running. Altough my game kept running the other players...
- Sat Jul 30, 2016 7:57 pm
- Forum: Technical Help
- Topic: Vsync Option
- Replies: 1
- Views: 1390
Re: Vsync Option
I don't remember whether I had vsync on before the update, but the tearing is unbearable now, even when going back to 13.11. (So I guess it was on) Please come up with a fix, because it is downright unplayable atm. I've installed that latest AMD drivers, tried playing the game in compatability-mode,...
- Tue Aug 04, 2015 11:45 am
- Forum: Won't implement
- Topic: Influence a train's speed ingame.
- Replies: 3
- Views: 4481
Re: Influence a train's speed ingame.
Wouldn't it work to add friction modifier to rails? Would work nicely with potential fuel acceleration modifier that was requested in different thread. No. If you try to access any of these modifiers: effectivity_modifier consumption_modifier friction_modifier You get the following error: Callable ...
- Mon Aug 03, 2015 12:54 pm
- Forum: Mods
- Topic: [0.12.0] Monorails
- Replies: 5
- Views: 15920
Re: [0.12.0] Monorails
dim5's Trains has electric-locomotives, maybe you can use it as a reference .
- Mon Aug 03, 2015 12:22 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 43595
Re: [MOD 0.12] Concreted Rail Tracks
Looks great, but feels a bit cheaty in my opinion, don't you think?
What recipe would you use for that?
- Mon Aug 03, 2015 12:18 pm
- Forum: Won't implement
- Topic: Influence a train's speed ingame.
- Replies: 3
- Views: 4481
Influence a train's speed ingame.
I've been working with hitzu on the Concreted-rail mod , which is just a "Non-game changing mod". He asked me wether it would be able to influence a trains speed based on the type of rail it's driving on, sadluy after some research I had to tell him no. But it would be great to influence a...
- Mon Aug 03, 2015 12:03 pm
- Forum: Modding help
- Topic: Modul to Turret
- Replies: 1
- Views: 1445
Re: Modul to Turret
My easiest guess would be that turrets don't support modules at the moment, only certain entities support modules.
- Sun Aug 02, 2015 3:59 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 43595
Re: [MOD 0.12] Concreted Rail Tracks
Very nice idea. The rails almost hide in the concrete. Might like to have the actual track stand out a little. With increased costs it would be natural to expect some improvement to regular rails. If the game uses friction/drag you could reduce the wheels friction, perhaps allowing for greater spee...
- Sun Aug 02, 2015 12:15 am
- Forum: Modding help
- Topic: How i can read state of circuit network
- Replies: 7
- Views: 4725
Re: How i can read state of circuit network
Working on my new mod i found problem, i can't read state of circuit input connected to entity. May be someone can help me? mouse over it and it'll appear on the right otherwise connect that input network to a power pole and mouse over the pole I don't think that's what he meant. Since this is the ...
- Sat Aug 01, 2015 1:21 pm
- Forum: Modding help
- Topic: Reading a GUI element's current width?
- Replies: 4
- Views: 2339
Re: Reading a GUI element's current width?
I believe it's minimum_width and maximum_width.
- Sat Aug 01, 2015 11:47 am
- Forum: Implemented mod requests
- Topic: Entity.current_fuel_type
- Replies: 8
- Views: 8624
Re: Entity.current_fuel_type
There isn't a way to change the entities settings in entity.lua during the game right?Choumiko wrote:Seems only valid for cars/tanks, sadly not for locomotives
- Sat Aug 01, 2015 11:37 am
- Forum: Ideas and Requests For Mods
- Topic: [Need help] Concrete covered rails
- Replies: 4
- Views: 6708
Re: [Need help] Concrete covered rails
They look awesome! Send me a P.M. with a link to the sprites and I'll create a simple mod for you allowing you to make a custom recipe (with concrete instead of stone maybe?) for these rails ingame. If I have the time later next week I can try to change the trains' behaviour based on the type of rai...
- Sat Aug 01, 2015 11:25 am
- Forum: Modding help
- Topic: Overwrite rocket silo message / behavior?
- Replies: 4
- Views: 2541
Re: Overwrite rocket silo message / behavior?
Ah, did not noticed the event, my bad :D The script explanes much, however, if i hook the same event, is the freeplay script called first or my function? Can i disable the freeplay script somehow? I don't think so. The rocket-lauch event is the end goal of the freeplay scenario, so you would have t...
- Sat Aug 01, 2015 10:37 am
- Forum: Implemented mod requests
- Topic: Entity.current_fuel_type
- Replies: 8
- Views: 8624
Re: Event .on_player_entered_vehicle & Entity.current_fuel_type
You can. These variables are part of entity. And thanks for the info.Choumiko wrote:For on_player_entered see https://forums.factorio.com/forum/vie ... =10#p91784
I'd love being able to change acceleration, friction etc via control.lua
- Sat Aug 01, 2015 10:28 am
- Forum: Modding help
- Topic: Overwrite rocket silo message / behavior?
- Replies: 4
- Views: 2541
Re: Overwrite rocket silo message / behavior?
Come on people, use the wiki...
- Fri Jul 31, 2015 1:12 pm
- Forum: Implemented mod requests
- Topic: Entity.current_fuel_type
- Replies: 8
- Views: 8624
Re: Event .on_player_entered_vehicle & Entity.current_fuel_type
And maybe having API for dedicated fuel slot that actives with key? Like nitrous boost! Extra fuel slot would start to use fuel from that slot and modify effectivity_Modifier and consumption_Modifier when you press some key. So event.on_key_pressed already exists or not? That would be nice to know,...
- Fri Jul 31, 2015 11:58 am
- Forum: Modding help
- Topic: Fuel that increase acceleration
- Replies: 13
- Views: 6240
Re: Fuel that increase acceleration
I search find_entities_filtered on the wiki and was lead to Lua/Surface.