Search found 40 matches
- Thu Aug 10, 2017 10:48 pm
- Forum: Ideas and Suggestions
- Topic: /colour command as an alise to /color
- Replies: 15
- Views: 6313
Re: /colour command as an alise to /color
Yes, I agree that it would be best to add /colour as an alias for /color , since the scripting system seems to already support aliases. Therefore, it should not be too much work. My previous post about banning the UK spelling was not serious, even if I personally prefer the US spelling. Some games,...
- Thu Aug 10, 2017 10:45 pm
- Forum: Ideas and Suggestions
- Topic: /colour command as an alise to /color
- Replies: 15
- Views: 6313
Re: /colour command as an alise to /color
If aluminum is prounounced al-u-min-ium, do you also say nium-ber? niumeric? niumbskull? (it's alu-min-um) Okay, here's a fun one: Do you say coppernicum? Magnesum? Calcum? Sodum? Indum? Everyotherelementontheperiodictable-um? Really, if you would have pulled up any other example, it would have bee...
- Thu Aug 10, 2017 10:25 pm
- Forum: Modding help
- Topic: Need help to make my mod work again
- Replies: 3
- Views: 2082
Re: Need help to make my mod work again
I've taken another look at your mod, and i think everything should be working now. (updated version attached) What have i changed?: - Changed the info.json to factorio version 0.15, and changed the version number of the mod. - I've taken out the item.lua and demo-item.lua, as the copying of item tre...
- Sun Aug 06, 2017 1:26 am
- Forum: Ideas and Suggestions
- Topic: /colour command as an alise to /color
- Replies: 15
- Views: 6313
Re: /colour command as an alise to /color
Colour, armour, etc.
I'm 100% for banning US spelling.
Next thing you know, the reactor is called: "Nucular Generator"... -_-
I'm 100% for banning US spelling.
Next thing you know, the reactor is called: "Nucular Generator"... -_-
- Sun Aug 06, 2017 1:24 am
- Forum: Ideas and Suggestions
- Topic: Make robots better at placing tiles
- Replies: 5
- Views: 2231
Re: Make robots better at placing tiles
Yeah, at least making them default to 9 tiles, 3x3, should be implemented.
Plus, the UNGODLY lag 25k robots produce when being told to cover an entire factory... T_T
Plus, the UNGODLY lag 25k robots produce when being told to cover an entire factory... T_T
- Sun Aug 06, 2017 1:21 am
- Forum: Ideas and Suggestions
- Topic: Watercraft
- Replies: 2
- Views: 1411
Re: Watercraft
I feel like some sort of watercraft or air vehicle would be useful. Any kind, either personal like the car or for transport like trains, and would add more realism to Factorio and attract more players. This, and maybe add a wooden boat to starting player inventory, in case of 4x4 tile island spawn....
- Sun Aug 06, 2017 1:14 am
- Forum: Ideas and Suggestions
- Topic: Altering respawn points (medcenter)
- Replies: 4
- Views: 5955
Re: Altering respawn points (medcenter)
I don't think that's a bad idea, actually An addition would be for individual players to create their own respawn-terminal. (edit: for multiplayer support, specifically pvp. :3) However, i'm not sure whether i like the "pick where you want to go" concept, as i can see players stripping the...
- Sun Aug 06, 2017 1:09 am
- Forum: Ideas and Suggestions
- Topic: Electric System Rework
- Replies: 9
- Views: 7705
Re: Electric System Rework
[quote="Fuller"]Hello :) Is there any chance that we can get a "proper" electic system similar to the fluid system? In my opinion energy distribution is boring and tedious at the same time. There are currently only 5 variables that can be adjusted. 1.) Tech level/research 2.) Wi...
- Sun Aug 06, 2017 12:51 am
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 2842
Player Inventory Width Setting/Value
TL;DR Make default inventory width of 10 items per row changeable in menu, or add "inventory_width" value to data.raw["player"]["player"]. What ? Add an option to the menu, maybe under graphics, that sets the row width of player inventory. Turn this: Example-1.png Into...
- Sat Aug 05, 2017 11:36 pm
- Forum: Modding help
- Topic: Need help to make my mod work again
- Replies: 3
- Views: 2082
Re: Need help to make my mod work again
Hi, just wondering whether your problem still persists.
If yes, what version of factorio are you attempting to update your mod to?
If you've already fixed it, you can just ignore this. :3
If yes, what version of factorio are you attempting to update your mod to?
If you've already fixed it, you can just ignore this. :3
- Sat Aug 05, 2017 9:01 pm
- Forum: Modding help
- Topic: [GIVEN UP (for now)] Player inventory width?...
- Replies: 1
- Views: 1066
Re: Player inventory width?...
Okay, the longer i keep digging in style.lua, the longer i'm starting to think inventory width is not specified in style.lua, which, thinking about it, would have been a bit odd anyways. I think i've look through all of the core code, and a good amount of the base code, but i can't find anything an...
- Sat Aug 05, 2017 8:16 pm
- Forum: Modding help
- Topic: [GIVEN UP (for now)] Player inventory width?...
- Replies: 1
- Views: 1066
[GIVEN UP (for now)] Player inventory width?...
I've been playing around with a bunch of mods, some of my own, and my inventory has somehow become large enough for me to have to scroll through it. (+/-450 slots... don't ask.) I've got 3 massive monitors, i always play on 80% GUI size, and i have this really long, 10 slots wide, inventory with a s...
- Tue Aug 01, 2017 6:37 pm
- Forum: Modding help
- Topic: [RESOLVED] control.lua script question?...
- Replies: 6
- Views: 4301
Re: [RESOLVED] control.lua script question?...
[quote="Bilka"][quote="Volvith"](I thought on_configuration_changed meant enabling/disabling/adding/removing entire mods only. Oops. :P)[/quote] I also remembered that that might be the case, so I looked at the api and decided to ask Rseding and... control.lua changes do not tri...
- Tue Aug 01, 2017 3:30 pm
- Forum: Modding help
- Topic: [RESOLVED] control.lua script question?...
- Replies: 6
- Views: 4301
Re: control.lua script question?...
You can use _on_configuration_changed. it get's called whenever anything in your mod files changes, which means that you can use it to execute things "on load" for mod testing purposes, since your mod almost always changes when you reload the game. Oh, that's actually pretty useful! Right...
- Tue Aug 01, 2017 3:09 pm
- Forum: Modding help
- Topic: [RESOLVED] control.lua script question?...
- Replies: 6
- Views: 4301
Re: control.lua script question?...
You are using on_load incorrectly, it does not and should not access any game objects secondly on_load isnt a game event, so no 'event' field will be present, so event.player_index will give you an error So you should use on_init or on_player_created Yeah, but the point is that on_player_created do...
- Tue Aug 01, 2017 2:45 pm
- Forum: Modding help
- Topic: [RESOLVED] control.lua script question?...
- Replies: 6
- Views: 4301
[RESOLVED] control.lua script question?...
I've been messing with mods for a little while now, and i've got a pretty good idea of how mods function when it comes to prototypes and such. However, i have no idea how to do anything in control.lua without copy&pasting pre-existing code into it, and changing it a bit to fit my needs. What i'm...
- Sun Jul 30, 2017 3:22 pm
- Forum: Gameplay Help
- Topic: [RESOLVED] Dumb OCD Underground Belt Question! :D
- Replies: 2
- Views: 1415
Re: Dumb OCD Underground Belt Question! :D
[quote="Patashu"]Underground belt entrance of a certain colour always link to the first underground belt entrance of the same colour in front of them. So, make the first pair yellow and the second pair red, and your setup will work. (Or any other pair of two colours)[/quote] Thanks, i sup...
- Sat Jul 29, 2017 10:34 pm
- Forum: Gameplay Help
- Topic: [RESOLVED] Dumb OCD Underground Belt Question! :D
- Replies: 2
- Views: 1415
[RESOLVED] Dumb OCD Underground Belt Question! :D
Underground Belt Connections: Is this possible?
(Might have OCD)
Nyeah; ... How du a du dis? :3
Ynope; ... How du a du dis? :3
(Might have OCD)
Nyeah; ... How du a du dis? :3
Ynope; ... How du a du dis? :3
- Tue Jul 11, 2017 10:35 pm
- Forum: Modding help
- Topic: [RESOLVED] data.raw help?...
- Replies: 2
- Views: 1465
Re: data.raw help?...
The problem is with this line: data.raw["transport-belt"]["express-transport-belt"]["ending_patch"].hr_version.filename = "__TTL__/graphics/entity/fast/transport-belt/hr-fast-transport-belt.png" Because the code for the table ending_patch looks like this: { s...
- Tue Jul 11, 2017 9:23 pm
- Forum: Modding help
- Topic: [RESOLVED] data.raw help?...
- Replies: 2
- Views: 1465
[RESOLVED] data.raw help?...
data.raw["transport-belt"]["express-transport-belt"]["belt_horizontal"].hr_version.filename = "__TTL__/graphics/entity/fast/transport-belt/hr-fast-transport-belt.png" This is pretty much me trying, and failing, to overwrite the high resolution sprites of expr...