Search found 23 matches
- Mon Sep 15, 2014 11:08 pm
- Forum: Modding help
- Topic: How to update the map after modifying the terrain?
- Replies: 6
- Views: 3729
Re: How to update the map after modifying the terrain?
Awesome. I'll try it with the proper input next time.
- Mon Sep 15, 2014 7:41 pm
- Forum: Translations
- Topic: Is a PT-BR translation a possibility?
- Replies: 1
- Views: 7259
Is a PT-BR translation a possibility?
I know locale folder names are composed of two letters and that PT is already taken by what seems to be a translation to "portguese" portuguese (PT-PT). I was wondering if there is a possibility to have a brazillian portuguese (PT-BR) translation as an officially supported option. I'd be t...
- Mon Sep 15, 2014 1:29 am
- Forum: Gameplay Help
- Topic: How many chunks is a region made of?
- Replies: 7
- Views: 5340
Re: How many chunks is a region made of?
I decided to check it out by myself through F5's information and it turns out the region number I was in only increased by 1 after I'd ran a distance of 32 chunks, making me conclude a region is actually 32 by 32 chunks large. Can you confirm that?cube wrote:Region is 16 by 16 chunks large.
- Mon Sep 15, 2014 12:50 am
- Forum: Modding help
- Topic: How to update the map after modifying the terrain?
- Replies: 6
- Views: 3729
Re: How to update the map after modifying the terrain?
It doesn't work. Console says "chart" expected a table but got nil instead.
- Sun Sep 14, 2014 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Fast and Smart Long Handed Inserters?
- Replies: 3
- Views: 1848
Re: Fast and Smart Long Handed Inserters?
I think the long handed inserter's long range is granted as a tradeoff against the speed (and "intelligence") of the short ranged options. I don't think it's necessary to have a fast/smart long handed inserter added to the vanilla game since it's easily and quickly moddable into the game a...
- Sun Sep 14, 2014 9:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 37730
Re: Removing walls above resources
+1 with an option to toggle it on and off for when you just want to mine everything you come across when running with just one RMB held click.
The settings toggle for no manual resource mining would be just as valid an option, perhaps even better.
The settings toggle for no manual resource mining would be just as valid an option, perhaps even better.
- Sun Sep 14, 2014 9:36 pm
- Forum: Implemented Suggestions
- Topic: Numberless icons for items whose stack_size = 1.
- Replies: 1
- Views: 1476
Numberless icons for items whose stack_size = 1.
I think it'd be nice if the icons of non-stackable items (like blueprints, power armor etc) would be numberless/didn't have that 1 in the bottom corner. It'd make the inventory look cleaner (while being more intuitive to those new to Factorio) and I don't think it would be an expensive thing code/re...
- Sun Sep 14, 2014 8:21 pm
- Forum: Modding help
- Topic: How to properly add and reference modded graphics?
- Replies: 2
- Views: 1265
Re: How to properly add and reference modded graphics?
Thanks! That's what I needed to know.
I had some trouble using capitalized words for my mod's name but then I got it to work after switching back to lower case letters only.
I had some trouble using capitalized words for my mod's name but then I got it to work after switching back to lower case letters only.
- Sun Sep 14, 2014 4:34 pm
- Forum: Modding help
- Topic: How to properly add and reference modded graphics?
- Replies: 2
- Views: 1265
How to properly add and reference modded graphics?
data:extend( { { type = "mining-tool", name = "power-axe", icon = "__base__/graphics/icons/power-axe.png", flags = {"goes-to-main-inventory"}, action = { type="direct", action_delivery = { type = "instant", target_effects = { type = "...
- Sat Sep 13, 2014 10:14 pm
- Forum: Modding help
- Topic: Does the coin (science-pack subgroup) item have any use?
- Replies: 4
- Views: 2645
Re: Does the coin (science-pack subgroup) item have any use?
Thanks. I've recently upgraded to the top, name-in-the-game pack, but haven't tried any of the scenarios yet.
Are you part of the development team, by the way, FreeER? It seems you know so much about modding Factorio.
Are you part of the development team, by the way, FreeER? It seems you know so much about modding Factorio.
- Sat Sep 13, 2014 9:49 pm
- Forum: Modding help
- Topic: Does the coin (science-pack subgroup) item have any use?
- Replies: 4
- Views: 2645
Does the coin (science-pack subgroup) item have any use?
I'm considering adding it (this coin thing) as an exception to my item stack_size modifier (to 500) loop but I won't if it's not worth it (if it's not used anywhere).
- Sat Sep 13, 2014 9:44 pm
- Forum: Modding help
- Topic: How to update the map after modifying the terrain?
- Replies: 6
- Views: 3729
Re: How to update the map after modifying the terrain?
Thanks. I'll test it ASAP and see if it does work.
- Sat Sep 13, 2014 9:28 pm
- Forum: Modding help
- Topic: How to update the map after modifying the terrain?
- Replies: 6
- Views: 3729
How to update the map after modifying the terrain?
I've used lua commands in-game to change a bunch of tiles from water to grass but the maps (the minimap and the "M" overview map) do not reflect the changes. I've tried saving the game, restarting Factorio and loading the game but it still doesn't refresh the maps.
Is it possible?
Is it possible?
- Sat Sep 13, 2014 7:48 pm
- Forum: Modding help
- Topic: I can't make my mod work.
- Replies: 4
- Views: 2118
Re: I can't make my mod work.
lua doesn't have a continue statement, if that means anything to you, if not then ignore that fact :) Unfortunatelly it doesn't. LOL. That's so sad, though. I've graduated in Law (though I'm not a lawyer) but I've also done 2 years of Science of Computing (it's a 5-year graduation here in Brazil), ...
- Sat Sep 13, 2014 6:59 pm
- Forum: Modding help
- Topic: I can't make my mod work.
- Replies: 4
- Views: 2118
Re: I can't make my mod work.
Thank you very much for the explanation! I think I'll be able to get it working now. However, for example, how is my data.lua file going to look like if I want to, say, change the wooden chest and iron chest capacities to 50? Will it look like this? data.raw["container"]["wooden-chest...
- Sat Sep 13, 2014 6:21 pm
- Forum: Modding help
- Topic: I can't make my mod work.
- Replies: 4
- Views: 2118
I can't make my mod work.
I've copied the "locale" and "prototype" folders from the game's "base" directory into a new folder ("vbmod") inside the game's "mods" directory and changed some of its .lua files (to modify chest capacity and item stack sizes). I've even created an ...
- Sat Sep 13, 2014 5:07 pm
- Forum: Gameplay Help
- Topic: How many chunks is a region made of?
- Replies: 7
- Views: 5340
Re: How many chunks is a region made of?
Thank you!cube wrote:Region is 16 by 16 chunks large.
- Thu Sep 11, 2014 11:53 pm
- Forum: Gameplay Help
- Topic: How many chunks is a region made of?
- Replies: 7
- Views: 5340
How many chunks is a region made of?
How big is a region in Factorio? Is it composed of chunks? How many?
- Tue Sep 09, 2014 8:08 pm
- Forum: Gameplay Help
- Topic: How to count how many construction robots I have?
- Replies: 8
- Views: 4994
Re: How to count how many construction robots I have?
SOLVED. I ordered them to construct/deconstruct a 32x32 sector of walls. That added the construction robots to the network's count of logistic robots (thanks to ssilk's information) and brought the number up to 792. Since I knew I had 300 logistic robots, I came to the conclusion I had exactly 492 c...
- Tue Sep 09, 2014 1:25 pm
- Forum: Gameplay Help
- Topic: How to count how many construction robots I have?
- Replies: 8
- Views: 4994
Re: How to count how many construction robots I have?
I see. Well, I can count the logistic robots by hovering the mouse cursor over any logistic chest. It shows the total on the right panel. The same isn't true for the construction robots, though. There's nowhere (at least that I know of) that shows the total of construction robots active/idle in the ...