Search found 71 matches

by Kexík
Thu May 21, 2015 11:51 am
Forum: Modding help
Topic: Mods and Multiplayer
Replies: 4
Views: 5157

Re: Mods and Multiplayer

Ok thank you
by Kexík
Thu May 21, 2015 10:30 am
Forum: Modding help
Topic: Mods and Multiplayer
Replies: 4
Views: 5157

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 th...
by Kexík
Wed Apr 29, 2015 11:33 am
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46144

Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling

Zoom issue should be resolved.
by Kexík
Tue Apr 28, 2015 8:51 pm
Forum: Modding help
Topic: player.zoom
Replies: 5
Views: 2759

Re: player.zoom

ok thank you
by Kexík
Mon Apr 27, 2015 1:18 pm
Forum: Modding help
Topic: player.zoom
Replies: 5
Views: 2759

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? )
by Kexík
Sun Apr 26, 2015 1:59 pm
Forum: Modding help
Topic: player.zoom
Replies: 5
Views: 2759

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? (setti...
by Kexík
Sun Apr 26, 2015 1:52 pm
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46144

Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling

neothehitman wrote:...
Hi, little late but please try extract folder from zip.
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
I will look into it, looks like api has been changed since working version.
by Kexík
Mon Feb 23, 2015 2:33 pm
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46144

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....
by Kexík
Thu Jan 29, 2015 12:59 pm
Forum: Pending
Topic: [0.11.3] Cyclic desync in Multiplayer
Replies: 7
Views: 9950

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 Evolv...
by Kexík
Sun Jan 25, 2015 1:38 pm
Forum: Mods
Topic: SmartTrains 0.2.0 [0.11.5+]
Replies: 69
Views: 45903

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?
by Kexík
Sun Jan 25, 2015 12:11 pm
Forum: Modding help
Topic: GFX for Entity Showing Up Broken In-Game?
Replies: 2
Views: 1364

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.
by Kexík
Sun Jan 25, 2015 12:00 pm
Forum: Modding help
Topic: How Do I Delete a Recipe or Item From Vanilla?
Replies: 11
Views: 9620

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
by Kexík
Sun Jan 25, 2015 11:55 am
Forum: Modding help
Topic: Is It Possible to Change the Player Starting Equipment?
Replies: 9
Views: 6868

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 ...
by Kexík
Sun Jan 18, 2015 1:56 pm
Forum: Gameplay Help
Topic: Trains and semaphores
Replies: 4
Views: 2102

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
by Kexík
Sun Jan 18, 2015 11:41 am
Forum: Gameplay Help
Topic: Trains and semaphores
Replies: 4
Views: 2102

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 trai...
by Kexík
Sat Jan 17, 2015 9:58 am
Forum: Resolved Problems and Bugs
Topic: [0.11.12] Inserters and boilers
Replies: 2
Views: 1675

[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 no...
by Kexík
Fri Jan 16, 2015 5:15 pm
Forum: Modding help
Topic: MODPACK Factorio 10.11.11 MAP gen issue
Replies: 3
Views: 1985

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)
by Kexík
Tue Jan 13, 2015 10:13 pm
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46144

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 yo...
by Kexík
Tue Jan 13, 2015 1:04 pm
Forum: Modding help
Topic: Is it possible to access fluid prototypes?
Replies: 5
Views: 2017

Re: Is it possible to access fluid prototypes?

You can create metaitems with values you want like i did here and then convert them to your mod field viz this. Converting them is important part because using game.itemprototypes table is very slow and will cause significant fps drop if you use it in OnTick
by Kexík
Sat Jan 03, 2015 11:12 am
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46144

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...

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