Search found 47 matches
- Wed Jun 21, 2017 5:25 pm
- Forum: Multiplayer
- Topic: [Server] Community Blueprint Bank!
- Replies: 7
- Views: 4614
Re: [Server] Community Blueprint Bank!
Over 200 unique players have connected to the server, with thousands of blueprints now stored in the bank!
- Mon Jun 05, 2017 10:27 pm
- Forum: Multiplayer
- Topic: [Server] Community Blueprint Bank!
- Replies: 7
- Views: 4614
Re: [Server] Community Blueprint Bank!
See my sign. You can find vanilla scenario with creative chests. You don't need to use mods with it.
Nice darkfrei. However some of the advanced magic wand options from the creative mode mod are not possible in a scenario format because they requires new entity types.
This server uses the same ...
Nice darkfrei. However some of the advanced magic wand options from the creative mode mod are not possible in a scenario format because they requires new entity types.
This server uses the same ...
- Mon Jun 05, 2017 9:15 pm
- Forum: Multiplayer
- Topic: [Server] Community Blueprint Bank!
- Replies: 7
- Views: 4614
Re: [Server] Community Blueprint Bank!
Creative mode mod has some nice features, however my aim is to keep the server compatible with vanilla factorio.lackyb wrote:Really nice idea and I've been on the server. Only comment would be to have the creative mode mod but other than that, nice!
Glad you liked the server!
- Wed May 31, 2017 9:13 pm
- Forum: Multiplayer
- Topic: [Server] Community Blueprint Bank!
- Replies: 7
- Views: 4614
[Server] Community Blueprint Bank!
http://i.imgur.com/8UHlMRm.png
Announcing the Community Blueprint Bank server! Browse, Build, and Share on this custom multiplayer server!
Features:
* Four test zones, with ores, water, and auto cleanup for building and testing blueprints!
* Browse and Share Blueprints Ingame!
* Easy ...
Announcing the Community Blueprint Bank server! Browse, Build, and Share on this custom multiplayer server!
Features:
* Four test zones, with ores, water, and auto cleanup for building and testing blueprints!
* Browse and Share Blueprints Ingame!
* Easy ...
- Thu May 25, 2017 2:27 am
- Forum: Won't implement
- Topic: Allow on_pre events to return false and abort the event
- Replies: 7
- Views: 4178
Re: Allow on_pre events to return false and abort the event
http://i.imgur.com/LC0NSus.png
When trying to build a new entity in a location that is not valid, like a furnace on top of belts, the game stops the player from building the object. I don't know if this concept really applies to on_pre or on_put_item events. However something like on_validate ...
When trying to build a new entity in a location that is not valid, like a furnace on top of belts, the game stops the player from building the object. I don't know if this concept really applies to on_pre or on_put_item events. However something like on_validate ...
- Wed May 24, 2017 6:22 am
- Forum: Already exists
- Topic: on_player_pre_built
- Replies: 5
- Views: 2297
Re: on_player_pre_built
a pre build event with the option to cancel the placement would be extremely useful for custom scenarios where you want to restrict where the player can build.
I'm currently do this with
script.on_event(defines.events.on_built_entity, function(event)
local player = game.players[event.player ...
I'm currently do this with
script.on_event(defines.events.on_built_entity, function(event)
local player = game.players[event.player ...
- Sat May 20, 2017 5:59 am
- Forum: Not a bug
- Topic: [0.15.12] Find_entities_filtered does not find fire or smoke
- Replies: 3
- Views: 1415
[0.15.12] Find_entities_filtered does not find fire or smoke
This code will return fire and smoke entities when they are within the search area
local pos = entity.position
local size = 5
local area = {{pos.x -size, pos.y-size},{pos.x +size, pos.y+size}}
local flames = entity.surface.find_entities(area)
for _, f in pairs(flames) do
log(f.type)
end ...
local pos = entity.position
local size = 5
local area = {{pos.x -size, pos.y-size},{pos.x +size, pos.y+size}}
local flames = entity.surface.find_entities(area)
for _, f in pairs(flames) do
log(f.type)
end ...
- Mon May 15, 2017 5:45 pm
- Forum: Modding help
- Topic: Scenario: Reveal map at start?
- Replies: 1
- Views: 2163
Scenario: Reveal map at start?
I'm working on a modified version of the wave defense scenario. I would like show the map the start of the game. I was trying different variants of the chart functions and the only one I was able to get working was
script.on_init(function()
...
game.forces["player"].chart(game.surfaces[1 ...
script.on_init(function()
...
game.forces["player"].chart(game.surfaces[1 ...
- Sun May 14, 2017 7:55 pm
- Forum: Not a bug
- Topic: Modded blueprints gets destroyed by non-modded games
- Replies: 5
- Views: 2913
Re: Modded blueprints gets destroyed by non-modded games
This was discussed during the blueprint library development and the current implementation was decided on.
That means if you load a game anything in the blueprint storage that doesn't exist in the game is removed.
oh wow, that is a big ouch when you can lose hours, days, or weeks of work because ...
That means if you load a game anything in the blueprint storage that doesn't exist in the game is removed.
oh wow, that is a big ouch when you can lose hours, days, or weeks of work because ...
- Mon May 08, 2017 4:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.9] Starting Scenario: Value must be a list or ...
- Replies: 2
- Views: 2980
[0.15.9] Starting Scenario: Value must be a list or ...
Working on a custom scenario, create game fails with
Error AppManager.cpp:421: Value must be a list or dictionary in property tree at ROOT
Can start the stock wave defense scenario no problem. Probably something wrong with my code, but can't figure out whats wrong by this error message.
0.038 ...
Error AppManager.cpp:421: Value must be a list or dictionary in property tree at ROOT
Can start the stock wave defense scenario no problem. Probably something wrong with my code, but can't figure out whats wrong by this error message.
0.038 ...
- Thu May 04, 2017 9:20 pm
- Forum: Modding help
- Topic: force charactor bonuses apply to bitters?
- Replies: 0
- Views: 738
force charactor bonuses apply to bitters?
Do the force bonuses
character_running_speed_modifier
character_health_bonus
set_ammo_damage_modifier
set_gun_speed_modifier
set_turret_attack_modifier
apply to bitters?
Working on a wave defense map and looking for more levers to tweak as the wave difficulty increases.
character_running_speed_modifier
character_health_bonus
set_ammo_damage_modifier
set_gun_speed_modifier
set_turret_attack_modifier
apply to bitters?
Working on a wave defense map and looking for more levers to tweak as the wave difficulty increases.
- Tue May 02, 2017 10:21 pm
- Forum: Minor issues
- Topic: [0.15.X] Sound overlapping while dragging conrete/ landfill
- Replies: 4
- Views: 2800
Re: [0.15.X] Sound overlapping while placing conrete/ landfill
I think he is talking about clicking and dragging. I can attest to the major noise spam that happens when placing while rapidly dragging.
- Tue May 02, 2017 8:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
- Replies: 6
- Views: 4641
Re: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
deleted, and validated, still crashes.
additional steps,
Mark are server as favorite, set search to show that server, wait.
0.001 2017-05-02 14:05:27; Factorio 0.15.6 (build 29362, win64, steam)
0.001 Operating system: Windows 10 (build 15063)
0.001 Program arguments: "C:\Games\steamapps ...
additional steps,
Mark are server as favorite, set search to show that server, wait.
0.001 2017-05-02 14:05:27; Factorio 0.15.6 (build 29362, win64, steam)
0.001 Operating system: Windows 10 (build 15063)
0.001 Program arguments: "C:\Games\steamapps ...
- Tue May 02, 2017 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
- Replies: 6
- Views: 4641
Re: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
Verify integrity of game files found no issues.
the first time I had the issue was with 15.4
the first time I had the issue was with 15.4
- Tue May 02, 2017 4:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
- Replies: 6
- Views: 4641
[0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
Reproduction steps:
1) open server browser, enter letter a in search box
2) wait
3) crash with Error Util.cpp:58: Sprite "C:/Games/steamapps/common/Factorio/data/core/graphics/favourite.png" couldn't be loaded
0.001 2017-05-02 09:49:15; Factorio 0.15.6 (build 29362, win64, steam)
0.001 Operating ...
1) open server browser, enter letter a in search box
2) wait
3) crash with Error Util.cpp:58: Sprite "C:/Games/steamapps/common/Factorio/data/core/graphics/favourite.png" couldn't be loaded
0.001 2017-05-02 09:49:15; Factorio 0.15.6 (build 29362, win64, steam)
0.001 Operating ...
- Tue May 02, 2017 3:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Toggle Constant Combinator in map editor crash
- Replies: 1
- Views: 1011
[0.15.6] Toggle Constant Combinator in map editor crash
Steps to reproduces:
1) Open new map in map editor
2) place constant combintor
3) open constant combinator gui
4) Click off
5) crash
0.001 2017-05-02 09:41:08; Factorio 0.15.6 (build 29362, win64, steam)
0.001 Operating system: Windows 10 (build 15063)
0.001 Program arguments: "C:\Games ...
1) Open new map in map editor
2) place constant combintor
3) open constant combinator gui
4) Click off
5) crash
0.001 2017-05-02 09:41:08; Factorio 0.15.6 (build 29362, win64, steam)
0.001 Operating system: Windows 10 (build 15063)
0.001 Program arguments: "C:\Games ...
- Mon May 01, 2017 4:16 am
- Forum: Modding help
- Topic: Spawn explosion?
- Replies: 0
- Views: 1012
Spawn explosion?
I've been looking for a way to spawn explosions on the map.
I've been able to spawn projectiles like this
surface.create_entity{name="cluster-genade", position=targetPosition, force=game.forces.enemy, target=target, speed=0.0}
However, I'm not looking to launch a projectile, I'd rather just be ...
I've been able to spawn projectiles like this
surface.create_entity{name="cluster-genade", position=targetPosition, force=game.forces.enemy, target=target, speed=0.0}
However, I'm not looking to launch a projectile, I'd rather just be ...
- Sat Apr 29, 2017 4:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.3] Can't load base scenarios with headless
- Replies: 6
- Views: 4017
Re: Setup for Headless Wave Defense Scenario
After trying a few variations myself I checked with Process Monitor and it seems to only look into the user scenarios folder (%appdata%\Factorio\scenarios or with headless/zip wherever you extracted it to).
It will work correctly with your command line if you copy the wave-defense scenario from ...
It will work correctly with your command line if you copy the wave-defense scenario from ...
- Sat Apr 29, 2017 7:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.3] Can't load base scenarios with headless
- Replies: 6
- Views: 4017
[Oxyd] [0.15.3] Can't load base scenarios with headless
Hello,
I'm trying to setup a headless server to run the wave defense scenario.
I'm trying to launch the server with (left off the standard server config stuff in this example)
.\bin\x64\factorio.exe --start-server-load-scenario wave-defense
but I keep getting
The scenario does not contain ...
I'm trying to setup a headless server to run the wave defense scenario.
I'm trying to launch the server with (left off the standard server config stuff in this example)
.\bin\x64\factorio.exe --start-server-load-scenario wave-defense
but I keep getting
The scenario does not contain ...
- Wed Apr 26, 2017 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Productivity Modules: Better bonus calculation
- Replies: 4
- Views: 2021
Re: Productivity Modules: Better bonus calculation
ah, thanks! reworded to account for that.Ranakastrasz wrote:Actually, its the other way around, Mods have to ENABLE compatibility with the productivity modules.
But yes, I agree.