ty Pi-C
it was much easier than I had thought.
yesterday I was afraid that I would have to use a collision mask but your solution is much simpler and clearer.
i already implemented the buy back / tear down / hand mining yesterday.
for this i check all placed items and multiply their number with a ...
Search found 16 matches
- Mon Jun 06, 2022 11:19 am
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2566
- Sun Jun 05, 2022 10:50 pm
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2566
Re: Problems with my first szenario
ty for your reply.
i found out that it was just another event handler, which dosnt work with the other handler together.
because of it, i changed it back und i do the initial setup of the shops and other important variables with a button. (its only needed when i change something in the szenario ...
i found out that it was just another event handler, which dosnt work with the other handler together.
because of it, i changed it back und i do the initial setup of the shops and other important variables with a button. (its only needed when i change something in the szenario ...
- Sat Jun 04, 2022 8:58 am
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2566
Re: Problems with my first szenario
I have now managed to create my first scenario.
I used a map from the mod "Story-Missions_2.1.7" from "GreenFlag" and removed everything I did not need and built my own queries and story to it.
now i want to create a second version of the scenario where my students have to buy assembly machines ...
I used a map from the mod "Story-Missions_2.1.7" from "GreenFlag" and removed everything I did not need and built my own queries and story to it.
now i want to create a second version of the scenario where my students have to buy assembly machines ...
- Sat May 28, 2022 6:47 pm
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2566
Re: Problems with my first szenario
I had to create a new map in freeplay.
There I can now freely change and query the "entity-tag".
Now I wanted to start with the story itself.
I have taken some code snippets from the tutorial, but I always got an error "on_event" of my story.
So I looked in "Factorio --> Core --> lualib" and saw ...
There I can now freely change and query the "entity-tag".
Now I wanted to start with the story itself.
I have taken some code snippets from the tutorial, but I always got an error "on_event" of my story.
So I looked in "Factorio --> Core --> lualib" and saw ...
- Fri May 27, 2022 10:02 pm
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2566
Problems with my first szenario
good day
I would like to start creating my own scenarios and have read the "Modding Info References" and then tried to adapt the "tutorial lvl 2" to my needs.
but I have a problem with the following section.
i thought that if i place an item in the game editor, give it an entity tag and then ...
I would like to start creating my own scenarios and have read the "Modding Info References" and then tried to adapt the "tutorial lvl 2" to my needs.
but I have a problem with the following section.
i thought that if i place an item in the game editor, give it an entity tag and then ...
- Thu Jan 04, 2018 2:46 am
- Forum: Technical Help
- Topic: Requester chests not working
- Replies: 2
- Views: 1479
Re: Requester chests not working
good to now, was just about to write a bug report about it.Loewchen wrote:That is a bug and fixed for the next release.
that bug crashed my production -.-
for the most time only 5-30 logistic robots from up too 400 are in use because of that.
i like your speed of bugfixing

- Thu Jan 04, 2018 12:04 am
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 30891
Re: [MOD 0.15] Automatic train deployment
hi
yes i still use that modified mod.
the "crashing" change was made in line 971 where i changed the inventory_size from 80 to 800.
boblogistics_0.16.1.zip\boblogistics_0.16.1\prototypes\entity\
yes i still use that modified mod.
the "crashing" change was made in line 971 where i changed the inventory_size from 80 to 800.
boblogistics_0.16.1.zip\boblogistics_0.16.1\prototypes\entity\
- Sat Dec 30, 2017 4:09 pm
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 30891
Re: [MOD 0.15] Automatic train deployment
Hi
it seems that i fould the problem.
i did modify the inventory_size of the cargo wagon mk3 a bit, which caused the game to freeze.
Changed it back now and your mod works.
Sry for that own created bugreport.
it seems that i fould the problem.
i did modify the inventory_size of the cargo wagon mk3 a bit, which caused the game to freeze.
Changed it back now and your mod works.
Sry for that own created bugreport.
- Sat Dec 30, 2017 2:54 am
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 30891
Re: [MOD 0.15] Automatic train deployment
hi
i tried your mod and it works fine for basic locs.
i can even use bobs mk3 locomotives.
as soon as i try to use bobs mk3 cargowaggons, the game freezes and nothing happens.
i tried your mod and it works fine for basic locs.
i can even use bobs mk3 locomotives.
as soon as i try to use bobs mk3 cargowaggons, the game freezes and nothing happens.
- Wed Nov 01, 2017 10:46 pm
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5758
Re: [WIP][0.15.37+?] Blueprint Editor 0.1.0
hi, i did test the new version.
1. it works now in my current game :)
2. but only with bp. as soon as i use bpb i cant change the anchor point.
when i take the bp out of the book i can change the anchor again.
now 2 things that I have noticed.
When I change the anchor, the blueprint ...
1. it works now in my current game :)
2. but only with bp. as soon as i use bpb i cant change the anchor point.
when i take the bp out of the book i can change the anchor again.
now 2 things that I have noticed.
When I change the anchor, the blueprint ...
- Mon Oct 30, 2017 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 13824
Re: Changeable Anchor Points for Blueprints
Wow, the interest in it is bigger, as I had suspected in the beginning.
i thought i am one of the few who uses big blueprints.
that's almost exactly what I imagined.
Numpads for all 9 spots :)
Num pad to set location? or set location in edit blueprint mode?
7--8--9
|\ | /|
| \|/ |
4--5--6 ...
i thought i am one of the few who uses big blueprints.
that's almost exactly what I imagined.
Numpads for all 9 spots :)
Num pad to set location? or set location in edit blueprint mode?
7--8--9
|\ | /|
| \|/ |
4--5--6 ...
- Mon Oct 30, 2017 11:15 pm
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5758
Re: [WIP][0.15.37+?] Blueprint Editor 0.1.0
Hi
ty for this Mod and your PM.
Thought that there is no interest because no one has written something about the idea which is why I did not pursue the topic anymore.
I have tried this mod and find it good, but I can not get it running on my current map.
I tried it on a new map with 0 other mods ...
ty for this Mod and your PM.
Thought that there is no interest because no one has written something about the idea which is why I did not pursue the topic anymore.
I have tried this mod and find it good, but I can not get it running on my current map.
I tried it on a new map with 0 other mods ...
- Sat Jun 10, 2017 6:52 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1060744
Re: 4-way intersection testing: Throughput and deadlocks
Hey
Could you test this 4 way crossing pls?
I plan to change my whole railways from 2 lane to 4 lane and for this i need a good cross :)
2017-06-10 20_49_35-Factorio 0.15.19.png
0eNqlnd1uVseyRd/F1/ho9X93bvdjbG0dkcTKtkScCJzoRBHvfgzYHwGq8RjLd0Di6dnVP6uralb131c/vvnj5ve3t3f3Vz/8fXX70293765++PffV ...
Could you test this 4 way crossing pls?
I plan to change my whole railways from 2 lane to 4 lane and for this i need a good cross :)
2017-06-10 20_49_35-Factorio 0.15.19.png
0eNqlnd1uVseyRd/F1/ho9X93bvdjbG0dkcTKtkScCJzoRBHvfgzYHwGq8RjLd0Di6dnVP6uralb131c/vvnj5ve3t3f3Vz/8fXX70293765++PffV ...
- Wed Jun 07, 2017 5:50 pm
- Forum: Technical Help
- Topic: Performance Issue with big BP
- Replies: 1
- Views: 1079
Performance Issue with big BP
Hi
i would like to know why there is such a big drop in ups when you mouse over a BP.
As you can see on the Picture i normaly have around 40+ ups on my little map.
As soon as i mousover a BP, the render time spikes and i lose alot ups.
To 34,6 ups on a medium size BP and to 15,9 ups on a really ...
i would like to know why there is such a big drop in ups when you mouse over a BP.
As you can see on the Picture i normaly have around 40+ ups on my little map.
As soon as i mousover a BP, the render time spikes and i lose alot ups.
To 34,6 ups on a medium size BP and to 15,9 ups on a really ...
- Wed Jun 07, 2017 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 13824
Changeable Anchor Points for Blueprints
TL;DR
Allow Players to change the Anchor Points of Blueprints to place them better.
What ?
Right now, the anchor point of the Blueprints is in the Center of the Blueprint.
For small BP it´s good, but as soon as you get blueprints, which are bigger than your screen, it gets really hard to place ...
Allow Players to change the Anchor Points of Blueprints to place them better.
What ?
Right now, the anchor point of the Blueprints is in the Center of the Blueprint.
For small BP it´s good, but as soon as you get blueprints, which are bigger than your screen, it gets really hard to place ...
- Wed Jun 07, 2017 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Train Repath When Stopped
- Replies: 8
- Views: 6486
Re: Train Repath When Stopped
hi
I think this is a very good idea, because I often have the problem, the trains needlessly stand around, because the path they wanted to drive is blocked, although there are alternatives.
Just lately a piece of rail has been destroyed.
Thus trains have stopped in the unloading station and have ...
I think this is a very good idea, because I often have the problem, the trains needlessly stand around, because the path they wanted to drive is blocked, although there are alternatives.
Just lately a piece of rail has been destroyed.
Thus trains have stopped in the unloading station and have ...