That's alright, I got the email now. Thanks!Klonan wrote:Ah sorry, the email notifications for new user requests seems to be brokenATMunn wrote:Sorry to necro this post or whatever, but I requested an account several days ago and still haven't gotten an email about it. I checked in my spam folder and everything.
Search found 36 matches
- Mon Mar 06, 2017 3:13 pm
- Forum: Wiki Talk
- Topic: If you want to work on the wiki you need an account
- Replies: 42
- Views: 39305
Re: If you want to work on the wiki you need an account
- Mon Mar 06, 2017 12:51 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503233
Re: Simple Questions and Short Answers
You will be able to do this in the next update, however until then you'll have to use a mod. Search either "Foreman" or "Blueprint String" on the mod portal. Either one of these mods will let you do what you want.
- Mon Mar 06, 2017 12:48 am
- Forum: Wiki Talk
- Topic: If you want to work on the wiki you need an account
- Replies: 42
- Views: 39305
Re: If you want to work on the wiki you need an account
Sorry to necro this post or whatever, but I requested an account several days ago and still haven't gotten an email about it. I checked in my spam folder and everything.
- Wed Mar 01, 2017 3:10 pm
- Forum: Multiplayer
- Topic: Can't connect to any server
- Replies: 3
- Views: 1857
Re: Can't connect to any server
you want to connect to a server with different mods you think you have the same but the owner changed something inside it. ASK whats that about and get his modified mods to connect. No, that's the thing. I didn't have any mods, and I was trying to connect to a vanilla server. EDIT: And it seems to ...
- Wed Mar 01, 2017 12:58 am
- Forum: Multiplayer
- Topic: Can't connect to any server
- Replies: 3
- Views: 1857
Can't connect to any server
For some reason, whenever I attempt to connect to a server, I get this error:
Any idea why this might be?Mods mismatch detected!
base: Mod contents are different even though versions are the same
- Tue Feb 28, 2017 2:22 am
- Forum: Modding help
- Topic: Adding a clickable entity
- Replies: 7
- Views: 2271
Re: Adding a clickable entity
I think I tried that, and it gave me an error. I think a chest entity should work, since the player won't be able to access its actual gui, and I can probably set its storage slots to 0 anyways. The only other question I would have is: Is there a way to store a custom variable with an entity, and i...
- Mon Feb 27, 2017 10:31 pm
- Forum: Modding help
- Topic: Adding a clickable entity
- Replies: 7
- Views: 2271
Re: Adding a clickable entity
I think I tried that, and it gave me an error. I think a chest entity should work, since the player won't be able to access its actual gui, and I can probably set its storage slots to 0 anyways. The only other question I would have is: Is there a way to store a custom variable with an entity, and if...
- Sat Feb 25, 2017 2:11 pm
- Forum: Modding help
- Topic: Adding a clickable entity
- Replies: 7
- Views: 2271
Re: Adding a clickable entity
That should work. If I delete the entity and then place it back, it should close the gui, right?
EDIT: What type of entity should I use? I need something that can be clicked on, however I also don't want it to use power. (I don't want the little flashy icon over it)
EDIT: What type of entity should I use? I need something that can be clicked on, however I also don't want it to use power. (I don't want the little flashy icon over it)
- Sat Feb 25, 2017 12:43 am
- Forum: Modding help
- Topic: Adding a clickable entity
- Replies: 7
- Views: 2271
Adding a clickable entity
So I had an idea for a mod. Basically, the mod wouldn't be meant to be played in any map, (I may make it so it won't even do anything if you load it in freeplay) but when played in a certain scenario, it would help enhance that scenario by adding specific things to the game that I wouldn't be able t...
- Sun Feb 12, 2017 10:30 pm
- Forum: Multiplayer
- Topic: Looking to play with some people through steam
- Replies: 3
- Views: 1508
Looking to play with some people through steam
Hello! I've been playing Factorio for a few months now, and I'd like to start playing with some other people. Singleplayer is great (and I will probably still play it, there's still a decent amount of stuff I haven't done) but multiplayer sounds like even more fun. So, I'd like to have around 2-4 ot...
- Fri Feb 10, 2017 10:27 pm
- Forum: Texture Packs
- Topic: Discarded and/or unused
- Replies: 20
- Views: 15465
Re: Discarded and/or unused
Ooo, nice. I may use some of these. By the way, how did you make some of those beautiful graphics? All of them (especially the machines) are way better than anything I could do right now XD
- Fri Feb 10, 2017 6:33 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 302934
Re: You know you play Factorio too much when...
*adds to list of mod ideas*Nich wrote:When you create a Perpetual motion machine in your dreams using belts to lift weights to a higher elevation and then capturing that energy as they fall. The whole time you are doing this you never question where the belts are getting their energy from
- Fri Feb 10, 2017 2:57 pm
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 157257
- Fri Feb 10, 2017 2:51 pm
- Forum: Modding help
- Topic: Needing some help with control.lua.
- Replies: 11
- Views: 4398
Re: Needing some help with control.lua.
local is_gui_open = false You can't set a variable to false and hope it magically becomes true:) local is_gui_open = event.element.flamethrowers_frame Try this without the variable script.on_event(defines.events.on_gui_click, function (event) local element = event.element local this_player = game.p...
- Fri Feb 10, 2017 2:02 am
- Forum: Modding help
- Topic: Needing some help with control.lua.
- Replies: 11
- Views: 4398
Re: Needing some help with control.lua.
(Don't really want to bump this thread by posting another comment, however if I just edited my last comment the likelihood that anyone would notice is low.) So I've been messing around a bit more in a test scenario, and I've figured out quite a few things I can do. I decided to start attempting to c...
- Thu Feb 09, 2017 2:45 pm
- Forum: Modding help
- Topic: Needing some help with control.lua.
- Replies: 11
- Views: 4398
Re: Needing some help with control.lua.
That will be useful. I'll keep it in mind if I have any non-Factorio-specific Lua questions.
- Thu Feb 09, 2017 2:36 am
- Forum: Modding help
- Topic: Needing some help with control.lua.
- Replies: 11
- Views: 4398
Re: Needing some help with control.lua.
Okay. What exactly would "key" be? I've seen some places where it's index, some where it's _, and probably others that I don't remember off the top of my head.
- Wed Feb 08, 2017 10:17 pm
- Forum: Modding help
- Topic: Needing some help with control.lua.
- Replies: 11
- Views: 4398
Re: Needing some help with control.lua.
You need to do your logic inside one of the events. What event are you using for that code? You need to do such things in an event handler. Have a look at http://lua-api.factorio.com/latest/ for a list of events and how to register handlers for them (or look at an existing mod for how it's done.) A...
- Wed Feb 08, 2017 9:04 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503233
Re: Simple Questions and Short Answers
As far as I know, they're exactly the same. New game essentially just makes a freeplay scenario.
- Wed Feb 08, 2017 9:02 pm
- Forum: Modding help
- Topic: Needing some help with control.lua.
- Replies: 11
- Views: 4398
Needing some help with control.lua.
Alright. I've been making mods for a little while now, and I have a basic idea of how things work. One thing I don't understand, however, is the control.lua. I'd like to know some basic things you can and can't do with it, as well as something basic to get me started using it, and some common errors...