Search found 15 matches
- Sat May 05, 2018 7:36 pm
- Forum: Duplicates
- Topic: [0.16.41] Crash when loading save
- Replies: 1
- Views: 1022
[0.16.41] Crash when loading save
I'm playing a multiplayer game with a friend. I'm hosting the game on my PC each time we wanna play then save when we're done for the day. Last time I've saved the game everything seemed to be working perfectly, as usual, but I am now unable to load the game, would it be in SP or MP. The save having...
- Mon Aug 21, 2017 7:56 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410736
Re: Bugs & FAQ
It certainly could be the answer to my problem. However I do not use bobores so, except with Angel's refining itself adds more ores, I only have the basic ones : coal, iron, copper, stone, uranium. " With bobmods and angelsinfiniteores you have to refine all the base and bobores from 6 raw ores...
- Mon Aug 21, 2017 1:16 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410736
Re: Bugs & FAQ
Hi, in need of some help over here. I've played with a huge bunch of mods (angel's infinite ores amoung other things) until today when i decided to give a go and try some of other angel's additions. Problem is, when I load my current save, the iron,stone and copper infinite ore patches are being rem...
- Sat Sep 10, 2016 8:11 pm
- Forum: Modding help
- Topic: script.on_init
- Replies: 5
- Views: 2538
Re: script.on_init
I've just solved my problem. Don't even ask me why, but I had a 'require("control")' in my data.lua. I didn't realized it was a mistake some times ago when I wrote it, and all went well because I only had basic stuff written in control.lua if foo then data.raw["item"][itemName].s...
- Sat Sep 10, 2016 5:00 pm
- Forum: Modding help
- Topic: script.on_init
- Replies: 5
- Views: 2538
script.on_init
Hi, I'm currently working on a mod where I need to call a function once right after the creation of a world. I tried to use script.on_init to do that but i always get the same error attempt to index global 'script' (a nil value) While i've often be able to solve problems like that alone I'm blocking...
- Tue Aug 16, 2016 10:17 am
- Forum: Ideas and Suggestions
- Topic: Request :) Smelting two ores together and Duplicate recipes
- Replies: 12
- Views: 23996
Re: Request :) Smelting two ores together and Duplicate recipes
I know that digging out this post is more or less doing archaeology but i'm interested by Kovarex answer : Furnace uses 1 ingredient recipes now, but it would be pretty easy to remove this restriction. I've always loved the mechanics of the furnace : the fact that the recipe is autmatically selected...
- Fri Jul 29, 2016 2:50 pm
- Forum: Modding help
- Topic: Create a data.raw modifying function
- Replies: 7
- Views: 2522
Re: Create a data.raw modifying function
Works like a charm, thanks a lot to both of you !
- Fri Jul 29, 2016 1:46 pm
- Forum: Modding help
- Topic: Create a data.raw modifying function
- Replies: 7
- Views: 2522
Re: Create a data.raw modifying function
thanks for these answers you must initialize the table before set properties. modify = function(dataType, name, subgroup, order) if data.raw[dataType] == nil then data.raw[dataType] = {} end if data.raw[dataType][name] == nil then data.raw[dataType][name] = {} end data.raw[dataType][name].subgroup =...
- Fri Jul 29, 2016 12:31 pm
- Forum: Modding help
- Topic: Create a data.raw modifying function
- Replies: 7
- Views: 2522
Create a data.raw modifying function
I'm currently trying to create a function to easily modify the subgroup and order of a very large part of the game's objects (items/guns/ammos/etc...) Writting : data.raw["foo"]["bar"].subgroup = "baz" data.raw["foo"]["bar"].subgroup = "qux"...
- Sat Jun 04, 2016 4:49 pm
- Forum: General discussion
- Topic: I need your thoughts on a mod i'm working on
- Replies: 11
- Views: 4502
Re: I need your thoughts on a mod i'm working on
first version will have (already has, in fact) the same recipes. Second version will include the "advanced crafting" mechanic you're talking about, but I'm worried about the balance as it may simplify the automation too much. Maybe i could try to balance that by raising the cost of the spe...
- Thu Jun 02, 2016 10:39 am
- Forum: General discussion
- Topic: I need your thoughts on a mod i'm working on
- Replies: 11
- Views: 4502
Re: I need your thoughts on a mod i'm working on
of course, I've already thought of that. I may even start in the future a mod to bring a bit more realism on these aspects but I'll have to find a way to do it without shattering Factorio playability (and fun). At the moment, I'm focusing on the crafting aspect because, well, it's my first mod and I...
- Wed Jun 01, 2016 7:31 pm
- Forum: General discussion
- Topic: I need your thoughts on a mod i'm working on
- Replies: 11
- Views: 4502
Re: I need your thoughts on a mod i'm working on
Already done that. However, some AM will be bigger than vanilla ones (locomotive AM, for example, will be at least 4*4).
Also, one of the main goal of this mod is precisely to improve the visual aspect of one's factory.
So, i'll need new icons/sprites, sooner or later...
Also, one of the main goal of this mod is precisely to improve the visual aspect of one's factory.
So, i'll need new icons/sprites, sooner or later...
- Wed Jun 01, 2016 5:40 pm
- Forum: General discussion
- Topic: I need your thoughts on a mod i'm working on
- Replies: 11
- Views: 4502
Re: i need your thoughts
worked a bit on the mod today : I got 14 assembling machines ready (details below) I'm currently working on the customization aspect (allowing the player to choose wether the vanilla AM or the player should be able to craft the concerned items or not, etc) fr/eng localization on its way Next step wi...
- Wed Jun 01, 2016 1:10 pm
- Forum: General discussion
- Topic: I need your thoughts on a mod i'm working on
- Replies: 11
- Views: 4502
Re: i need your thoughts
Well, the main goal isn't really to bring more difficulty to the game, even if I guess that's a way to see it
The main objective is more to bring some 'diversity' in the factory.
But I plan to add some compatibility with other mods, yeah
The main objective is more to bring some 'diversity' in the factory.
But I plan to add some compatibility with other mods, yeah
- Tue May 31, 2016 9:43 pm
- Forum: General discussion
- Topic: I need your thoughts on a mod i'm working on
- Replies: 11
- Views: 4502
I need your thoughts on a mod i'm working on
I've been playing Factorio for the past 2 weeks and already tested a fair amount of mods. Recently I've felt the urge to contribute to this awesome community. I've always been excessively organized in video games, would it be in minecraft/skyrim/whatever I've always used hundreds of chests to manage...