Search found 17 matches
- Mon May 16, 2016 6:38 am
- Forum: Mods
- Topic: [MOD 0.12.20] GalacticTrade
- Replies: 33
- Views: 35373
Re: [MOD 0.12.20] GalacticTrade
Just thought I'd share my config file for a possible server I'm making. I love the galactic trade mod but I've always wanted the mod to supplement the game vs take over the game. By that I mean in it's current state once you get your economy going with the Galactic Trade mod then you no longer have ...
- Mon May 09, 2016 10:02 pm
- Forum: Mods
- Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
- Replies: 29
- Views: 37492
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Here's an updated DyTech 1.3.0 that's ready to roll on Steam version 0.12.33 as of writing. I had to disable the logging mechanism at the beginning to get this to work. I'm not sure how exactly this fixed it but I'm thinking it removes the reference to game that is no longer present when the script ...
- Thu Apr 07, 2016 7:56 am
- Forum: Mods
- Topic: [MOD 0.12.20] GalacticTrade
- Replies: 33
- Views: 35373
Re: [MOD 0.12.20] GalacticTrade
Just thought I'd share my config file for a possible server I'm making. I love the galactic trade mod but I've always wanted the mod to supplement the game vs take over the game. By that I mean in it's current state once you get your economy going with the Galactic Trade mod then you no longer have ...
- Mon Apr 04, 2016 6:58 am
- Forum: Mods
- Topic: [MOD 0.12.20] GalacticTrade
- Replies: 33
- Views: 35373
Re: [MOD 0.12.20] GalacticTrade
I have a bunch of other mods and modded mods. I'll try to clean out on my end and unless I reply back it was just a problem with all my stuff. Thanks ninjadude.
- Tue Mar 29, 2016 1:13 am
- Forum: Mods
- Topic: [MOD 0.12.20] GalacticTrade
- Replies: 33
- Views: 35373
Re: [MOD 0.12.20] GalacticTrade
Hey All,
I'm using 0.6.6 of this with Steam Factorio 12.29 and I noticed the left and right buttons on the GUI to browse thru items in the buy chest no longer work. If I recall correctly they worked way back in the official versions when I tried them with 12.10. Anyone else having this issue or is ...
I'm using 0.6.6 of this with Steam Factorio 12.29 and I noticed the left and right buttons on the GUI to browse thru items in the buy chest no longer work. If I recall correctly they worked way back in the official versions when I tried them with 12.10. Anyone else having this issue or is ...
- Sat Feb 20, 2016 8:01 pm
- Forum: Outdated/Not implemented
- Topic: Add version 12.10 to experimental builds?
- Replies: 2
- Views: 2059
Add version 12.10 to experimental builds?
Hello,
Would it be too much trouble to ask for Factorio version 12.10 be added to the experimental releases list? Reason I ask is because a lion's share of the past mods (ie Dytech and many other 11.x) mods all run with 12.10. It would be nice if this could be added to Steam as a private beta as ...
Would it be too much trouble to ask for Factorio version 12.10 be added to the experimental releases list? Reason I ask is because a lion's share of the past mods (ie Dytech and many other 11.x) mods all run with 12.10. It would be nice if this could be added to Steam as a private beta as ...
- Sun Jan 25, 2015 6:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Creating a blueprint (The Item) causes desync.
- Replies: 3
- Views: 2032
Re: [0.11.13] Creating a blueprint (The Item) causes desync.
Same here - in multiplayer I made a deconstruction blueprint and the game instantly desynced in multiplayer once it was done. Friend tried to reconnect but it went into an endless desync loop. I think this is a new bug for this version since we were using blueprints in previous multiplayer versions ...
- Sat Nov 29, 2014 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] maybe in [0.11.3?] Can't load large saves in MP
- Replies: 2
- Views: 1586
Re: [0.11.1] maybe in [0.11.3?] Can't load large saves in MP
Update: We both upgraded to 0.11.3 and this issue no longer shows up. I checked the save file size though and the new saves in 0.11.3 are about 7 MB (as compared to 20MB for the same save in 0.11.1)- an amazing 300% reduction of save file size!
I'll let you guys know if I run into this bug again ...
I'll let you guys know if I run into this bug again ...
- Tue Nov 25, 2014 11:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] maybe in [0.11.3?] Can't load large saves in MP
- Replies: 2
- Views: 1586
[0.11.1] maybe in [0.11.3?] Can't load large saves in MP
Hello,
Moving a post from the main bug reporting folder to the multiplayer specific one. Me and a friend have been playing MP for a while now and as the host I noticed that he can no longer join the game once the save file hits ~19.5 MB. To test this I tried loading saves above that size and they ...
Moving a post from the main bug reporting folder to the multiplayer specific one. Me and a friend have been playing MP for a while now and as the host I noticed that he can no longer join the game once the save file hits ~19.5 MB. To test this I tried loading saves above that size and they ...
- Tue Nov 04, 2014 5:19 pm
- Forum: Multiplayer
- Topic: Ultimate software for multiplayer.
- Replies: 2
- Views: 12463
Re: Ultimate software for multiplayer.
I haven't tried Factorio with Tunngle but I've had pretty good experiences with it with all my other games. It' works like Hamachi but without messing your computer up
- Mon Oct 27, 2014 6:16 am
- Forum: Mods
- Topic: [MOD 0.10.x] Barter mod [v0.8.1]
- Replies: 18
- Views: 17197
Re: [MOD 0.10.x] Barter mod [v0.8.1]
This mod can also be mutated somewhat to become an end-game mod. Orders come in for random goods from throughout the galaxy and you need to fulfill them on time.
i.e. 50 electric engines
20 advanced processors
500 pistols
a set of power armor
230 barrels of oil
etc...
other ideas:
You're given ...
i.e. 50 electric engines
20 advanced processors
500 pistols
a set of power armor
230 barrels of oil
etc...
other ideas:
You're given ...
- Mon Sep 15, 2014 8:08 pm
- Forum: Modding help
- Topic: Any variable to control biter spawn rate
- Replies: 3
- Views: 2352
Re: Any variable to control biter spawn rate
Thanks - I'll try all of those.
I'm fairly new to Lua so what's the best way of poking around in the data.raw table? I'm still trying to get a grasp of how exactly the game stores it's data. I'm thinking of using this recursive lua table printout linked below but is there a way to output this to a ...
I'm fairly new to Lua so what's the best way of poking around in the data.raw table? I'm still trying to get a grasp of how exactly the game stores it's data. I'm thinking of using this recursive lua table printout linked below but is there a way to output this to a ...
- Mon Sep 15, 2014 8:04 pm
- Forum: Mods
- Topic: Sandbox Units
- Replies: 3
- Views: 7841
Re: Sandbox Units
If you open up the DyTech metallurgy mod there's a Wind Generator that outputs wind infinitely in game. I opened up the recipes.lua and found this:
{
type = "recipe",
name = "metallurgy-liquid-air",
category = "air-collection",
enabled = false,
ingredients = {},
results =
{
{type="fluid ...
{
type = "recipe",
name = "metallurgy-liquid-air",
category = "air-collection",
enabled = false,
ingredients = {},
results =
{
{type="fluid ...
- Mon Sep 15, 2014 7:16 am
- Forum: Modding help
- Topic: Any variable to control biter spawn rate
- Replies: 3
- Views: 2352
Any variable to control biter spawn rate
I've run into an issue lately in which the game has run so long the enemy spawn rate has become instantaneous. Are there any variables that can be changed to control the biter spawn rate?
I've tried following in the game tick event loop:
-- keep resetting monster evolution factors for now every ...
I've tried following in the game tick event loop:
-- keep resetting monster evolution factors for now every ...
- Sat Sep 13, 2014 7:15 pm
- Forum: Modding help
- Topic: Item created from assembly machine event?
- Replies: 4
- Views: 2518
Re: Item created from assembly machine event?
Thanks! Will play with this and see what I can come up with.
I'm thinking now if this is the only workaround is there a way to restrict assembly machine's to only being able to craft 1 single recipe or 1 subtype of recipe's? I might just have the house type make some dummy item called taxes or ...
I'm thinking now if this is the only workaround is there a way to restrict assembly machine's to only being able to craft 1 single recipe or 1 subtype of recipe's? I might just have the house type make some dummy item called taxes or ...
- Sat Sep 13, 2014 7:15 am
- Forum: Modding help
- Topic: Item created from assembly machine event?
- Replies: 4
- Views: 2518
Re: Item created from assembly machine event?
That'd be great if you can post a sample. Looked thru your mod looks pretty nifty and I like the commenting. I'm just getting back into coding after being out of commercial development for about 6 years so it really helps.
- Sat Sep 13, 2014 4:26 am
- Forum: Modding help
- Topic: Item created from assembly machine event?
- Replies: 4
- Views: 2518
Item created from assembly machine event?
Hello,
I'm looking to make some sort of mod to add an endgame to factorio by maintaining a colony. Taking this in small steps first I want to be able to intercept the creation of an item from an assembly-machine type and use that to increment a variable. The game unfortunately doesn't have an event ...
I'm looking to make some sort of mod to add an endgame to factorio by maintaining a colony. Taking this in small steps first I want to be able to intercept the creation of an item from an assembly-machine type and use that to increment a variable. The game unfortunately doesn't have an event ...