Search found 16 matches
- Mon Jun 06, 2022 11:19 am
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2100
Re: Problems with my first szenario
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 ce...
- Sun Jun 05, 2022 10:50 pm
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2100
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 itse...
- Sat Jun 04, 2022 8:58 am
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2100
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 as...
- Sat May 28, 2022 6:47 pm
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2100
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 --> Cor...
- Fri May 27, 2022 10:02 pm
- Forum: Modding help
- Topic: Problems with my first szenario
- Replies: 6
- Views: 2100
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 ...
- Thu Jan 04, 2018 2:46 am
- Forum: Technical Help
- Topic: Requester chests not working
- Replies: 2
- Views: 1229
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: 28385
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: 28385
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: 28385
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: 5064
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 automatically ro...
- Mon Oct 30, 2017 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11449
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 | /|\ | |/...
- Mon Oct 30, 2017 11:15 pm
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5064
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 and...
- Sat Jun 10, 2017 6:52 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 966614
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+9uf7l7/...
- Wed Jun 07, 2017 5:50 pm
- Forum: Technical Help
- Topic: Performance Issue with big BP
- Replies: 1
- Views: 878
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 big ...
- Wed Jun 07, 2017 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11449
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 them...
- Wed Jun 07, 2017 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Train Repath When Stopped
- Replies: 8
- Views: 5722
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 rep...