why would you need such an event?
Can you give us a scenario?
Search found 24 matches
- Fri May 06, 2016 3:07 pm
- Forum: Modding help
- Topic: crafting finished?
- Replies: 3
- Views: 1626
- Fri May 06, 2016 3:06 pm
- Forum: Ideas and Suggestions
- Topic: Dual screen support/use
- Replies: 19
- Views: 16970
Multi Monitor Support
Hey guys, is it possible if you can integrate multi monitor support for players that don't just want to view their game on a single monitor? I suggest that for a single monitor setup you'll have the game set to how it is right now but on dual monitor, using one of the monitors for map, inventory etc...
- Mon Aug 03, 2015 7:06 am
- Forum: Modding help
- Topic: [Solved] Pre-Requisite Researchs
- Replies: 3
- Views: 2111
Re: [Solved] Pre-Requisite Researchs
The fix was not only to add the upgrade = true but also to execute a command on my test save to reset recipes
Code: Select all
/c game.player.force.reset_recipes()
- Mon Aug 03, 2015 6:56 am
- Forum: Modding help
- Topic: [Solved] Modifying Vanilla Recipes 0.12
- Replies: 11
- Views: 5228
Re: [Solved] Modifying Vanilla Recipes 0.12
Would somebody help me with recipes? I need to apply recipe changes in current map, but it works only on new map. Run this: /c game.player.force.reset_recipes() from console after loading save with modified recipes to update the save. Ideally it should be in migration script of mod. Might need to u...
- Thu Jul 30, 2015 2:24 pm
- Forum: Modding help
- Topic: [Solved] Pre-Requisite Researchs
- Replies: 3
- Views: 2111
Re: Pre-Requisite Researchs
Take a look at original game techs - you are missing upgrade property. Add this: upgrade = true, to all the techs including 1st one. snap how did I miss that! lol thanks alot man, you saved me a couple of hours for sure :) EDIT: After adding it to all the researches they still appear without resear...
- Thu Jul 30, 2015 1:19 pm
- Forum: Modding help
- Topic: [Solved] Pre-Requisite Researchs
- Replies: 3
- Views: 2111
[Solved] Pre-Requisite Researchs
Hey guys, yet another problem I did add a few technologies dependent on each other so i added prerequisites = {"other-tech"} to make them unlock when the other technology was researched/ The issue is when you have let's say a series of tech1 to tech3 and you add each with the previous as p...
- Tue Jul 28, 2015 7:12 pm
- Forum: Modding help
- Topic: [Solved] Modifying Vanilla Recipes 0.12
- Replies: 11
- Views: 5228
Re: Modifying Vanilla Recipes 0.12
awesome thanks a bunch
- Tue Jul 28, 2015 4:03 pm
- Forum: Modding help
- Topic: [Solved] Modifying Vanilla Recipes 0.12
- Replies: 11
- Views: 5228
Re: Modifying Vanilla Recipes 0.12
In data.lua: data.raw["storage-tank"]["storage-tank"].fast_replaceable_group = "storage-tanks"; I have tested it, with a second type of storage-tank and it works. Btw. McGuten's method also works, but you'll have a bigger chance of conflicting with other mods, since yo...
- Tue Jul 28, 2015 12:07 pm
- Forum: Modding help
- Topic: [Solved] Modifying Vanilla Recipes 0.12
- Replies: 11
- Views: 5228
[Solved] Modifying Vanilla Recipes 0.12
Hey guys, I am working on including a new storage tank into my new mod and I managed to get everything working so far... but the problem I am facing is simple in context, I want to modify the vanilla storage tank to include the vlaue fast_replaceable_group in it's entity. Is there a quick and easy w...
- Fri Jul 24, 2015 9:17 am
- Forum: Modding help
- Topic: [Request] Game Loader Application
- Replies: 4
- Views: 2614
Re: [Request] Game Loader Application
If you download the game using zip file instead installer it will use it's own directory for all saves and read mods from it. You can then have lots of folders with different game configurations. Additionally I would like to add that if you installed factorio already and would like to add another i...
- Wed Jul 22, 2015 10:19 pm
- Forum: Modding help
- Topic: [Solved] Need help with data.lua
- Replies: 4
- Views: 2637
Re: Need help with data.lua
I found the issue after uninstalling and re-installing the game and adding the mod files back in it worked like magic hehe, there was something wrong with my game, thanks to those that tried to help
- Wed Jul 22, 2015 9:58 pm
- Forum: Modding help
- Topic: [Solved] Need help with data.lua
- Replies: 4
- Views: 2637
Re: Need help with data.lua
Any data.raw related changes (new recipies, items, changes to inventory size) need to go to data.lua (or it's variants). control.lua is for reacting to game events (like... a chunk has been generated) and cannot modify data.raw values, as the game has already read them upon startup (so technically ...
- Wed Jul 22, 2015 2:37 pm
- Forum: Modding help
- Topic: [Solved] Need help with data.lua
- Replies: 4
- Views: 2637
[Solved] Need help with data.lua
Hello everyone, I just started using lua scripting as I am a fan of DyTech mod and I did spend some days looking at their code etc and since the 0.12.0 was released the mod is not able to run on it so I was wondering to keep atleast 1 thing from the mod until they update the mod, which may take them...
- Fri Mar 27, 2015 12:29 am
- Forum: Implemented Suggestions
- Topic: Requ. chests/PowerArmor should default to zero or one
- Replies: 27
- Views: 30748
Re: Requester chests should default to zero or one βΈ
Since no one added this solution I'm going to, basically all the ideas I've read are somewhat good but not good enough. My opinion is this, when you click an empty request slot and the item selector comes up, let the user choose a number here and the item aswell. Then when the user chose both you wi...
- Thu Feb 12, 2015 5:38 pm
- Forum: Technical Help
- Topic: Error connecting to multiplayer
- Replies: 3
- Views: 2551
Re: Error connecting to multiplayer
As my friend was saying I was hosting the game attached please find the logs and the save file attached.
Logs: http://pastebin.com/ZEKjiuD5
Save File that we use: https://www.dropbox.com/s/ghkkbpx4pxrhg ... 1.zip?dl=0
Thanks
Logs: http://pastebin.com/ZEKjiuD5
Save File that we use: https://www.dropbox.com/s/ghkkbpx4pxrhg ... 1.zip?dl=0
Thanks
- Fri Dec 12, 2014 10:31 am
- Forum: Ideas and Suggestions
- Topic: Saving system.
- Replies: 6
- Views: 2266
Re: Saving system.
That's good, I haven't seen it yet, I looked quite a bit on the forums, but failed to find any related stuff so far.
We do need improvement on freezes and de-syncs and with today's updates, we should not face any de-syncs
- Clayton
We do need improvement on freezes and de-syncs and with today's updates, we should not face any de-syncs
- Clayton
- Fri Dec 12, 2014 8:41 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 37746
Re: Removing walls above resources
+1 good idea, but I have an improvement that I want to share. Instead of this "session" You start deconstructing a wall and start to move with any key to move in any direction, the game can note that you are trying to remove a series of objects, trees, walls, buildings, etc. SO, with this ...
- Fri Dec 12, 2014 8:35 am
- Forum: Ideas and Suggestions
- Topic: Multiplayer loading nightmares
- Replies: 2
- Views: 1465
Multiplayer loading nightmares
Like me an my friend there are loads of people who play online and most probably like us there are a lot more people who have issues and nightmares, the issue is a de-sync, game freezes for both players, the non-host player leaves and rejoins and everything is ok. But after spending some 20 hrs on a...
- Fri Dec 12, 2014 8:26 am
- Forum: Ideas and Suggestions
- Topic: Saving system.
- Replies: 6
- Views: 2266
Saving system.
We know how hard the team of Factorio works and what a great game they are delivering, although there are bugs that people get pissed off about, everyone understands that it's a non-official released game and it's still in the alpha-beta stage. So with this in mind I am getting annoyed with 1 thing ...
- Wed Dec 10, 2014 9:30 pm
- Forum: Duplicates
- Topic: [0.11.5] Red Copper Wire - Game crash
- Replies: 4
- Views: 4654
Re: [0.11.5] Red Copper Wire - Game crash
Yes, it is the same problem indeed, it will get fixed in 0.11.6 (tomorrow). For me it seems like it's different because I was equipped with red wires, because I was placing some down and when I did SHIFT + CLICK it crashed, and somehow even the save was corrupted. But I loaded the autosave from bef...