Search found 71 matches
- Thu May 21, 2015 11:51 am
- Forum: Modding help
- Topic: Mods and Multiplayer
- Replies: 4
- Views: 5609
Re: Mods and Multiplayer
Ok thank you
- Thu May 21, 2015 10:30 am
- Forum: Modding help
- Topic: Mods and Multiplayer
- Replies: 4
- Views: 5609
Mods and Multiplayer
Hi, i have question about current state of modding in general. How are mods and multiplayer right now? Will still mods that doing stuff in OnTick event cause desyc or is only thing (except rare situations) that mod can do is lagging? From brief search almost no mod stating if its MP compatible is ...
- Wed Apr 29, 2015 11:33 am
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 51265
Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Zoom issue should be resolved.
- Tue Apr 28, 2015 8:51 pm
- Forum: Modding help
- Topic: player.zoom
- Replies: 5
- Views: 3219
Re: player.zoom
ok thank you
- Mon Apr 27, 2015 1:18 pm
- Forum: Modding help
- Topic: player.zoom
- Replies: 5
- Views: 3219
Re: player.zoom
I dont understand, Is player.zoom variable still availabel but write only (wtf) or is there some new function like setZoom ( maybe even getZoom? )
- Sun Apr 26, 2015 1:59 pm
- Forum: Modding help
- Topic: player.zoom
- Replies: 5
- Views: 3219
player.zoom
Hi, i wasnt there for few patched, now i got bugreporth about player.zoom so i was looking for api changes on forum and only thing i found was https://forums.factorio.com/forum/viewtopic.php?f=3&t=8459&hilit=player+zoom
Does that mean there is no longer any way to control player zoom? (setting min ...
Does that mean there is no longer any way to control player zoom? (setting min ...
- Sun Apr 26, 2015 1:52 pm
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 51265
Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Hi, little late but please try extract folder from zip.neothehitman wrote:...
I will look into it, looks like api has been changed since working version.Trev_lite wrote:I am having an error with this mod. It crashes when i try to use the exploration drone.
https://github.com/Kioshi/Factorio-Alphamod/issues/2
- Mon Feb 23, 2015 2:33 pm
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 51265
Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Fixed for all newly created entity, thanks for report.
Mod development is currently stopped (i dont have much time right now), but this involve only adding new features, any bugs will be fixed. But please report them on github that will notify me on mail.
If anyone wanna continue with this mod, can ...
Mod development is currently stopped (i dont have much time right now), but this involve only adding new features, any bugs will be fixed. But please report them on github that will notify me on mail.
If anyone wanna continue with this mod, can ...
- Thu Jan 29, 2015 12:59 pm
- Forum: Pending
- Topic: [0.11.3] Cyclic desync in Multiplayer
- Replies: 7
- Views: 10456
Re: [0.11.3] Cyclic desync in Multiplayer
So after long time we get togeather to play again and tried old map, that was giving us cyclic desynch few version ago, but sadly it didnt change. Once 4th player connect we got desynchs. So we started new map and abadon this one.
Save from map http://we.tl/3m6pyBjcr1
No mods, 4players through ...
Save from map http://we.tl/3m6pyBjcr1
No mods, 4players through ...
- Sun Jan 25, 2015 1:38 pm
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 50732
Re: SmartTrains 0.1.9 [0.11.5+]
Awsome mod, and thx for mentioning me btw. I have question, when i use refuel option refuel station is added to train station list. Does that mean train will go there everytime, but will go through it without stop or are you controlling train manualy so train will go to station only if needed?
- Sun Jan 25, 2015 12:11 pm
- Forum: Modding help
- Topic: GFX for Entity Showing Up Broken In-Game?
- Replies: 2
- Views: 1659
Re: GFX for Entity Showing Up Broken In-Game?
Make sure that your picture have correct values for width, height and optionaly shift, x, y in prototype where you set path to your picture.
- Sun Jan 25, 2015 12:00 pm
- Forum: Modding help
- Topic: How Do I Delete a Recipe or Item From Vanilla?
- Replies: 11
- Views: 11060
Re: How Do I Delete a Recipe or Item From Vanilla?
You can simply disable recipe so noone will be able create it, try
Code: Select all
data.raw.recipe["stone-furnace"].enabled = false
- Sun Jan 25, 2015 11:55 am
- Forum: Modding help
- Topic: Is It Possible to Change the Player Starting Equipment?
- Replies: 9
- Views: 7821
Re: Is It Possible to Change the Player Starting Equipment?
There will be probably some simply solution, i think DyTech override starting items so you could check it. I never done it but i think starting items from base factorio should be in inventory when your mod defines.events.onplayercreated is called, so you could check player inventory and delete them ...
- Sun Jan 18, 2015 1:56 pm
- Forum: Gameplay Help
- Topic: Trains and semaphores
- Replies: 4
- Views: 2416
Re: Trains and semaphores
Oh good i am using 0.11.8 map with 0.11.12 game, and just found that i tested this bug wrong (i layed rails way they visualy look not coliding but it was near curve and probably in coliding position) its fixed
thanks for answers
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sun Jan 18, 2015 11:41 am
- Forum: Gameplay Help
- Topic: Trains and semaphores
- Replies: 4
- Views: 2416
Trains and semaphores
Hi, i have question about trains and semaphores and possible bug there (i dont wanna check if its bug or intended mechanic before i write it to bugreport).
So what is problem? When i lay two rails right next to each other semaprohre recognize them as on track and block them if on one of them is ...
So what is problem? When i lay two rails right next to each other semaprohre recognize them as on track and block them if on one of them is ...
- Sat Jan 17, 2015 9:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] Inserters and boilers
- Replies: 2
- Views: 1933
[0.11.12] Inserters and boilers
Hi, I dont know when this started i jumped from 0.11.8 to 0.11.12 but now when i use boiler to boiler inserter and first boiler is out of fuel, then inserter to another boiler will stuck and dont insert anything to next one. Event when first boiler have fuel, only help is rotate stuck inserter.
I ...
I ...
- Fri Jan 16, 2015 5:15 pm
- Forum: Modding help
- Topic: MODPACK Factorio 10.11.11 MAP gen issue
- Replies: 3
- Views: 2229
Re: MODPACK Factorio 10.11.11 MAP gen issue
Not sure if its issue, but you have Factorio-Alphamod-master folder in this modpack, you should use only the folder inside it (AlphaMod_0_1_2)
- Tue Jan 13, 2015 10:13 pm
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 51265
Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Well main idea is look over to your factory because i miss free camera and onclick movement for player.
What i think i am going to do is
Requirement have drone item in inventory
After flight drone will have to recharge over some time
Destoy after OOR
You can build "hangar" that will let you use ...
What i think i am going to do is
Requirement have drone item in inventory
After flight drone will have to recharge over some time
Destoy after OOR
You can build "hangar" that will let you use ...
- Tue Jan 13, 2015 1:04 pm
- Forum: Modding help
- Topic: Is it possible to access fluid prototypes?
- Replies: 5
- Views: 2482
- Sat Jan 03, 2015 11:12 am
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 51265
Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
So i fixed compatibility with DyTech-Metallurgy, game start pipes works, but there is one little problem that i dont know how to fix because DyTech Mainpipe missing (or doing some magic that is hase somewhere else) pipe_covers so until you connect fixed pipes generated from mainpipe it looks strange ...