Search found 18 matches
- Thu Aug 13, 2015 12:21 am
- Forum: Technical Help
- Topic: LAN and WAN issues
- Replies: 1
- Views: 3447
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 from the game ...
- Wed Jul 22, 2015 1:26 am
- Forum: Technical Help
- Topic: libc.so.6: version 'GLIBC_2.15' not found
- Replies: 3
- Views: 5021
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
http://stackoverflow.com/questions/1086 ... -on-debian
- Wed Jul 22, 2015 12:14 am
- Forum: Technical Help
- Topic: libc.so.6: version 'GLIBC_2.15' not found
- Replies: 3
- Views: 5021
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 ...
/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 ...
- Tue May 26, 2015 9:37 pm
- Forum: Modding help
- Topic: Order Property?
- Replies: 4
- Views: 2400
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.
- Tue May 26, 2015 9:35 pm
- Forum: Wiki Talk
- Topic: Incorrect Information?
- Replies: 3
- Views: 11533
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
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
- 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: 10801
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 ...
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 ...
- Wed May 20, 2015 3:55 pm
- Forum: Modding help
- Topic: Variable power usage
- Replies: 6
- Views: 2662
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"].energy ...
- Wed May 20, 2015 3:40 pm
- Forum: Modding help
- Topic: Variable power usage
- Replies: 6
- Views: 2662
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:
data.raw ...
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:
data.raw ...
- Wed May 20, 2015 3:32 pm
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 5058
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 ...
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 ...
- Wed May 20, 2015 2:59 am
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 5058
Re: Making belt prototype consume power
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?wahming wrote:--snip--
I thought so too. Sadly no, I already tried that.
- Tue May 19, 2015 11:46 pm
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 5058
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 ...
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 ...
- Sat May 16, 2015 8:56 pm
- Forum: Modding help
- Topic: Modifying recipes at runtime
- Replies: 3
- Views: 2082
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 ...
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 ...
- Sat May 16, 2015 6:26 pm
- Forum: Modding help
- Topic: Modifying recipes at runtime
- Replies: 3
- Views: 2082
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?
- Tue May 05, 2015 3:58 am
- Forum: Technical Help
- Topic: Game crashes randomly
- Replies: 3
- Views: 3116
Re: Game crashes randomly
Thanks, restarting worked for some reason... weird...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.
- Tue May 05, 2015 3:26 am
- Forum: Modding help
- Topic: Viewport
- Replies: 1
- Views: 1230
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 ...
EDIT: More accurately, I'm looking for a ...
- Mon May 04, 2015 2:02 am
- Forum: Mods
- Topic: [0.11.X] Spinserters
- Replies: 1
- Views: 3894
[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
Download: http://bit.ly/1I8MhPo
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Download: http://bit.ly/1I8MhPo
- Mon May 04, 2015 1:55 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 99476
Automated Blue Science Pack Factory
![Image](https://forums.factorio.com/images/ext/11afcc3106b20434aa22124ec4e48918.png)
Probably not the most efficient, but pretty good.
- Sun May 03, 2015 9:52 pm
- Forum: Technical Help
- Topic: Game crashes randomly
- Replies: 3
- Views: 3116
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 ...
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 ...