Search found 30 matches

by MrFactorio
Sun Aug 16, 2020 6:44 pm
Forum: Modding help
Topic: How to replace a graphic inside an array?
Replies: 2
Views: 732

Re: How to replace a graphic inside an array?

Ok it works now!

Maybe as help for others... arrays start with 1 and not with 0 in lua :D.
by MrFactorio
Sun Aug 16, 2020 5:56 pm
Forum: Modding help
Topic: How to replace a graphic inside an array?
Replies: 2
Views: 732

How to replace a graphic inside an array?

Hi, I want to replace a graphic of a custom tank that has a list (or array) or 3 elements inside the layer element. The first one has the normal png file, the second the shadow and the third one the color mask png file. How do I replace the first, the second and third element? Does something like th...
by MrFactorio
Sun May 10, 2020 2:23 pm
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 26680

Re: Meaningful Content Update

[...] if you like to play it a bit more spicey with a bigger focus on warfare, there are just 2 alien models to blow up and this becomes boring after some while. And that's where the fantastic mods the community has developed come into play! There are many bitter mods. I'm very glad the base game i...
by MrFactorio
Sun May 10, 2020 8:27 am
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 26680

Re: Meaningful Content Update

One of the great things about Factorio is how stable and optimized it is. It's a near-perfect gem in a sea of bloated buggy games. We should value this. You just gave the answer why I totally disagree with you. The game IS already in a absolute stable state where there is so much already optimized ...
by MrFactorio
Sun May 10, 2020 8:23 am
Forum: Technical Help
Topic: Multiplayer lag\freezing
Replies: 5
Views: 1780

Re: Multiplayer lag\freezing

ME and a friend we have the same issue. Is there no setting that could help here? :(
by MrFactorio
Fri May 08, 2020 8:22 pm
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 26680

Re: Meaningful Content Update

While I enjoy reading the blog and seeing small tweaks and graphical updates to the game, none of it is enough to really pull me back into the game. I've been reading the Friday blog for years now, and I can't help but be a little disappointed that there hasn't really been many new features. I keep...
by MrFactorio
Sat Aug 17, 2019 9:04 pm
Forum: Modding help
Topic: How can I increase construction times for all buildings?
Replies: 8
Views: 1962

Re: How can I increase construction times for all buildings?

Thank you. I didnt knew that the belts still work with 1 hp. I also found out, that you can give some starting items which you can chose in PvP mode. So I can give each one a roboport at start :).
by MrFactorio
Sat Aug 17, 2019 8:34 pm
Forum: Modding help
Topic: How can I increase construction times for all buildings?
Replies: 8
Views: 1962

Re: How can I increase construction times for all buildings?

I've made a mod where you need to repair buildings before they can work: https://mods.factorio.com/mod/RepairToStart The repairing needs some time, so you cannot just spam with turrets. That is great! I just tried it out and it would work perfectly. But the start until you have drones is very tough...
by MrFactorio
Sat Aug 17, 2019 7:31 pm
Forum: Modding help
Topic: How can I increase construction times for all buildings?
Replies: 8
Views: 1962

Re: How can I increase construction times for all buildings?

:( I am noob at lua programming. Can you give me some more hints? Maybe with an example? That would be very much appreciated :)
by MrFactorio
Sat Aug 17, 2019 7:20 pm
Forum: Modding help
Topic: How can I increase construction times for all buildings?
Replies: 8
Views: 1962

How can I increase construction times for all buildings?

Hi, I would like to give buildings a specific construction time. With construction time I mean the time, a building needs to be placed on the ground (manually or with construction drones). In multiplayer it shouldnt be possible to run around with dozens of towers in your backpack and instantly place...
by MrFactorio
Sat Aug 17, 2019 6:57 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 110383

Re: [MOD 0.15] AAI Industry

Hi Earendel, I discovered a bug: The spiked concrete walls are indestructable with the tank (and maybe other weapons). YOu can damage it but when it would only withstand one last hit, the wall does not get any more damage. This is very bad in multiplayer. Maybe you can fix it? Workflow to test it: -...
by MrFactorio
Thu May 09, 2019 8:31 pm
Forum: Modding help
Topic: Question about turrets and their weapon behaviour
Replies: 3
Views: 1031

Re: Question about turrets and their weapon behaviour

The code is very simple. For the base bullets this is what the original mod does: local am_type = { category = "bullet", target_type = "direction", action = { { type = "direct", action_delivery = { { type = "projectile", projectile = 'shotgun-pellet', starting...
by MrFactorio
Wed May 08, 2019 7:13 pm
Forum: Modding help
Topic: Question about turrets and their weapon behaviour
Replies: 3
Views: 1031

Question about turrets and their weapon behaviour

Hello guys, I downloaded a mod that made the SMG and pistol an aiming weapon with real projectiles coming out of the guns if normal bullets were used. I managed to expand this behaviour to all kind of bullets for the named weapons and the vehicles. But I am not able to do this for the turrets so far...
by MrFactorio
Tue May 07, 2019 8:27 pm
Forum: Not a bug
Topic: Medium and big drones dont have attack sounds
Replies: 2
Views: 834

Re: Medium and big drones dont have attack sounds

But in beams.lua there is a function called "function make_laser_beam(sound)".
by MrFactorio
Tue May 07, 2019 3:10 pm
Forum: Not a bug
Topic: Medium and big drones dont have attack sounds
Replies: 2
Views: 834

Medium and big drones dont have attack sounds

I cannot hear the lasers or lightning guns of my flying drones. That feels a bit meh :(
by MrFactorio
Wed Feb 27, 2019 6:05 pm
Forum: Mods
Topic: Can someone help me make these two mods run in 0.17?
Replies: 4
Views: 1638

Re: Can someone help me make these two mods run in 0.17?

I cant contact them because somehow I can not log in to the mod portal... It should be the same as I am using here, but I cant enter :(
by MrFactorio
Wed Feb 27, 2019 5:43 pm
Forum: Mods
Topic: Can someone help me make these two mods run in 0.17?
Replies: 4
Views: 1638

Can someone help me make these two mods run in 0.17?

Hello, I would like to have two mods in 0.17 from 0.16, but they produce errors after start. Just adjusting the .jar file does not help. Something with the code must be wrong and needs fixing vtk-cannon mod: https://mods.factorio.com/mod/vtk-cannon-turret error: ...technology-cannon-turret.kua:74 at...
by MrFactorio
Sun Nov 18, 2018 2:12 pm
Forum: Modding help
Topic: Need scripting help to find error
Replies: 8
Views: 2223

Re: Need scripting help to find error

Code: Select all

if global.playerstartlocations[1] then
	unit.set_command{type = defines.command.attack_area, global.playerstartlocations[1], radius = 1500}
 else
	game.player[1].print("global.playerstartlocations[1] is null")
end
the second line always says "table expected got nil". Why?
by MrFactorio
Sun Nov 18, 2018 12:44 pm
Forum: Modding help
Topic: Need scripting help to find error
Replies: 8
Views: 2223

Re: Need scripting help to find error

Ok this works:

Code: Select all

table.insert(global.playerstartlocations, nearest_playerport)
(at least for the error described above)
by MrFactorio
Sun Nov 18, 2018 12:26 pm
Forum: Modding help
Topic: Need scripting help to find error
Replies: 8
Views: 2223

Re: Need scripting help to find error

script.on_event(defines.events.on_tick, function (event) local onetimer = true local player = game.players[1] if event.tick%10 == 0 and event.tick > 10 and onetimer then global.playerstartlocations = {} local localsurface = game.surfaces[1] or game.surfaces['nauvis'] or game.players[1].surface if l...

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