Search found 18 matches

by Incinirate
Thu Aug 13, 2015 12:21 am
Forum: Technical Help
Topic: LAN and WAN issues
Replies: 1
Views: 3259

LAN and WAN issues

So my problem is, I want to play with two of my friends with factorio, they are on the same LAN network, but I am not, when one of them and I connect it works fine, but as soon as the third tries to join, the person who was on the same LAN as the third "stops responding" and is dropped fro...
by Incinirate
Wed Jul 22, 2015 1:26 am
Forum: Technical Help
Topic: libc.so.6: version 'GLIBC_2.15' not found
Replies: 3
Views: 4642

Re: libc.so.6: version 'GLIBC_2.15' not found

The problem was I had GLIBC_2.13, this post helped me update to 2.19 though.
http://stackoverflow.com/questions/1086 ... -on-debian
by Incinirate
Wed Jul 22, 2015 12:14 am
Forum: Technical Help
Topic: libc.so.6: version 'GLIBC_2.15' not found
Replies: 3
Views: 4642

libc.so.6: version 'GLIBC_2.15' not found

So, I'm trying to run 0.12 from a Turnkey Linux Distro as a server using the '--start-server' option, but when I try to run it, I get these errors: /lib/i386-linux-gnu/libc.so.6: version 'GLIBC_2.15' not found /lib/i386-linux-gnu/libm.so.6: version 'GLIBC_2.15' not found However, those files do exis...
by Incinirate
Tue May 26, 2015 9:37 pm
Forum: Modding help
Topic: Order Property?
Replies: 4
Views: 2065

Order Property?

In the item properties, I never quite understood what order meant or how it worked. More specifically, what to put for the order. I mean, a-b-c doesn't mean anything to me. Please explain.
by Incinirate
Tue May 26, 2015 9:35 pm
Forum: Wiki Talk
Topic: Incorrect Information?
Replies: 3
Views: 11244

Incorrect Information?

On the lua/Game page the load function is defined as this:

load
Parameters:
path Types/string, where to save the game within the scenario directory
added 0.8.0

If I am not wrong, shouldn't it be,

path Types/string, location of the save file within the scenario directory
by Incinirate
Wed May 20, 2015 4:00 pm
Forum: Implemented mod requests
Topic: Ability to control if an assembler's recipe can be changed?
Replies: 9
Views: 10218

Re: Ability to control if an assembler's recipe can be changed?

Thanks for the suggestions everyone. Making entity.operable = false would be a great solution, if only I could call it when a recipe was set. I went through the list of events: https://forums.factorio.com/wiki/index.php?title=Lua/Events but none of them seem appropriate. I wonder if its possible th...
by Incinirate
Wed May 20, 2015 3:55 pm
Forum: Modding help
Topic: Variable power usage
Replies: 6
Views: 2263

Re: Variable power usage

Quoting from the wiki here, ( https://forums.factorio.com/wiki/index.php?title=Modding_overview ) Changing existing definitions: data.raw.ammo["piercing-bullet-magazine"].magazine_size = 20 Or in your case, something like this? data.raw.assembling-machine["assembling-machine-2"]...
by Incinirate
Wed May 20, 2015 3:40 pm
Forum: Modding help
Topic: Variable power usage
Replies: 6
Views: 2263

Re: Variable power usage

entities.lua energy_usage = "150kW", "for example". Oh sorry, I wasn't clear enough. Is there any way to change the energy usage dynamically, ingame? Quoting from the wiki here, ( https://forums.factorio.com/wiki/index.php?title=Modding_overview ) Changing existing definitions: ...
by Incinirate
Wed May 20, 2015 3:32 pm
Forum: Modding help
Topic: Making belt prototype consume power
Replies: 12
Views: 4261

Re: Making belt prototype consume power

It's not currently possible to make belts use power through the prototype - the belt entity doesn't support it. Yeah, I thought so. Thanks anyway for confirming. You could possibly do it through scripting but it wouldn't be efficient by any means. Just for me to learn - how would I do that? You cou...
by Incinirate
Wed May 20, 2015 2:59 am
Forum: Modding help
Topic: Making belt prototype consume power
Replies: 12
Views: 4261

Re: Making belt prototype consume power

wahming wrote:--snip--

I thought so too. Sadly no, I already tried that.
I'm sorry, maybe I am not understanding correctly, do the poles connect to the belts with that code and they just don't stop when you remove power or do they not connect alltogether?
by Incinirate
Tue May 19, 2015 11:46 pm
Forum: Modding help
Topic: Making belt prototype consume power
Replies: 12
Views: 4261

Re: Making belt prototype consume power

Hi! I'm trying to create a custom transport belt entity that will draw power from the grid. But I've had no luck so far with getting the belt to connect to the grid. Can anybody advise? Possibly something like this in the entity code, not tested though so I can't say for certain: energy_source = { ...
by Incinirate
Sat May 16, 2015 8:56 pm
Forum: Modding help
Topic: Modifying recipes at runtime
Replies: 3
Views: 1719

Re: Modifying recipes at runtime

You want to change a recipe midgame? I'm not sure that's possible. You could however have two(or more) recipes, and just switch between them whenever whatever you have happening, happens. Yeah, I thought that might be the case, I saw that you can get the recipes from game.player.force.recipes, but ...
by Incinirate
Sat May 16, 2015 6:26 pm
Forum: Modding help
Topic: Modifying recipes at runtime
Replies: 3
Views: 1719

Modifying recipes at runtime

So, I need to modify a recipe while the game is running, so I am wondering if this is even possible atm?
by Incinirate
Tue May 05, 2015 3:58 am
Forum: Technical Help
Topic: Game crashes randomly
Replies: 3
Views: 2821

Re: Game crashes randomly

cube wrote:What version is this? Please post the whole log file next time. Did the game work for you before? Also restarting computer sometimes helps with these strange crashes.
Thanks, restarting worked for some reason... weird...
by Incinirate
Tue May 05, 2015 3:26 am
Forum: Modding help
Topic: Viewport
Replies: 1
Views: 1057

Viewport

So, I've been looking all over the wiki trying to figure out how to get the active player's viewport (for reference for placing GUI elements) and can't find anything. Does anyone know how to do this? Or if its even possible with the current modding interface? EDIT: More accurately, I'm looking for a...
by Incinirate
Mon May 04, 2015 2:02 am
Forum: Mods
Topic: [0.11.X] Spinserters
Replies: 1
Views: 3725

[0.11.X] Spinserters

Basically what this mod allows you to do is have inserters working at right angles. I got really annoyed at not being able to do it and so made a mod for it. Enjoy :D

Download: http://bit.ly/1I8MhPo
by Incinirate
Mon May 04, 2015 1:55 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Automated Blue Science Pack Factory
Replies: 43
Views: 94939

Automated Blue Science Pack Factory

Image
Probably not the most efficient, but pretty good.
by Incinirate
Sun May 03, 2015 9:52 pm
Forum: Technical Help
Topic: Game crashes randomly
Replies: 3
Views: 2821

Game crashes randomly

This is the crash log: Factorio crashed. Generating symbolized stacktrace, please wait ... c:\factorio\libraries\stackwalker\stackwalker.cpp (922): StackWalker::ShowCallstack c:\factorio\src\util\logger.cpp (261): Logger::writeStacktrace c:\factorio\src\util\logger.cpp (315): Logger::logStacktrace c...

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