Search found 441 matches

by Dysoch
Wed Nov 13, 2013 10:52 am
Forum: News
Topic: Random Ramblings #10
Replies: 5
Views: 14028

Re: Random Ramblings #10

Cool! Could they repair also themselves? Logistic-bots, trains? The pic looks like, that this is planned/already working. It already works and yes, they repair themselfs/logistic bots and trains, I had to make them slightly faster than logistic robots so they can catch these :) Haaha then i have to...
by Dysoch
Sun Nov 10, 2013 1:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.5]game.speed bug
Replies: 8
Views: 2290

Re: [0.7.5]game.speed bug

ficolas wrote:Just wondering... what are your pc specs?
Amd fx 8-core processor,
32 gb 2300 hz ram,
3 gb geforce nvidia dd5

I know, its a beast ;)
by Dysoch
Sun Nov 10, 2013 12:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.5]game.speed bug
Replies: 8
Views: 2290

Re: [0.7.5]game.speed bug

I know its 16 minutes per second. I am used that for testing the breakdown events. It caused alot of death (but it was a test after all)
by Dysoch
Sun Nov 10, 2013 12:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.5]game.speed bug
Replies: 8
Views: 2290

Re: [0.7.5]game.speed bug

I dont think you are suposed to run the game so fast if you dont have a nasa computer... Even in 5x my game haves some problems (fps) Got an pretty good machine, can run 1000 gamespeed without lag, i use it for testing the events. But only it stays on, even after you go to main menu or die. Then it...
by Dysoch
Sun Nov 10, 2013 9:09 am
Forum: Resolved Problems and Bugs
Topic: [0.7.5]game.speed bug
Replies: 8
Views: 2290

[0.7.5]game.speed bug

After using game.speed=1000 and you either die or go to menu, the entire game is 1000x faster. Even in map editor, when you move the camera, it goes super fast (easily 1000 coords per key pressed)(does this with all speeds) I think it should be auto returned to normal after going back to screen or a...
by Dysoch
Fri Nov 08, 2013 3:02 pm
Forum: Modding help
Topic: base-edit
Replies: 7
Views: 2587

Re: base-edit

ok, thx. working correctly now!
by Dysoch
Fri Nov 08, 2013 2:53 pm
Forum: Modding help
Topic: base-edit
Replies: 7
Views: 2587

Re: base-edit

I have added an packing and unpacking machine. They work mainly with iron, copper and steel. But when i add the unpacking recipes, the recipes in the base game get deleted. I can no longer smelt iron ore to iron plates. Is there anyway i can have both recipes? (Mean "ore to plate" and &quo...
by Dysoch
Fri Nov 08, 2013 12:33 am
Forum: Modding help
Topic: 2 types?
Replies: 6
Views: 2709

Re: 2 types?

you could use a smart inserter to only let the assembly machine work if the required value for the smart inserter is true. so you basicly just conected an asembly machine to the logic network i never said logic network, i said logistics network! I wanted to create an assembling machine that is also...
by Dysoch
Thu Nov 07, 2013 5:43 pm
Forum: Modding help
Topic: 2 types?
Replies: 6
Views: 2709

Re: 2 types?

ficolas wrote:it is not, combining types would be cool, but I think that it wouldnt be a practicall thing to make.
The custom entity type would be better
And from what i just saw, its probably not possible yet to make an custom type?
by Dysoch
Thu Nov 07, 2013 4:08 pm
Forum: Modding help
Topic: 2 types?
Replies: 6
Views: 2709

2 types?

is it possible to do something like this? (in an other way, this gives a crash to desktop!!!) type = {"assembling-machine", "logistic-container"}, if not, is it even possible to add the logistics network to the assembling machine directly? if that is not possible, i would like to...
by Dysoch
Wed Nov 06, 2013 10:59 pm
Forum: Translations
Topic: [0.4.0] Dutch translation
Replies: 32
Views: 31414

Re: [0.4.0] Dutch translation

Hi Is there anyone still active here? I'm willing to help on the Dutch translation as it seems it's been a while this has been updated. I would send you guys a PM but I can't use that feature yet. Below is some more information about me: My name is Thomas. I'm from Belgium and my main language is D...
by Dysoch
Wed Nov 06, 2013 6:41 pm
Forum: Mods
Topic: [MOD 0.9.x] More Inserters! v1.1
Replies: 13
Views: 16714

[MOD 0.9.x] More Inserters! v1.1

NOTE! this is not my mod, i am simply maintaining it. Should Heinrich want it back, it will go back immediately! I give you: More Inserters This adds the following: - Half inserters. - Long half inserters. - Fast half inserters. - Very fast inserters. - Very fast half inserters. - Filter inserters ...
by Dysoch
Wed Nov 06, 2013 2:41 pm
Forum: Mods
Topic: [MOD WIP 0.3.2] Inserter Mod
Replies: 17
Views: 20737

Re: [MOD WIP 0.3.2] Inserter Mod

if Heinrich doesnt mind, ill add it to DyTech. Honestly I think this would be better as a standalone mod. It doesn't need anything else (non inserter items) to be useful and since it helps the 'core' game then it's useful in all mods, and not everyone that wants to use the inserters will want to us...
by Dysoch
Wed Nov 06, 2013 9:16 am
Forum: Mods
Topic: [MOD WIP 0.3.2] Inserter Mod
Replies: 17
Views: 20737

Re: [MOD WIP 0.3.2] Inserter Mod

if Heinrich doesnt mind, ill add it to DyTech.

changes will be relative simple, adding smart versions of a few, and changing graphics on all soon.
will keep it in separate files, so if Heinrich doesnt want this, i can easily delete it.
by Dysoch
Wed Nov 06, 2013 7:13 am
Forum: Spread the Word
Topic: Twitch Streams
Replies: 9
Views: 21422

Re: Twitch Streams

Welcome soaryn :) great fan ;) I am sure the devs would do that, they are very forthcoming about info, and really helpfull. Firsttime in a game where they fix most bug first, and then release new content. (Normally bugs are fixed in the beta) But anyway, welcome, hope you are to stay ;) the game cou...
by Dysoch
Tue Nov 05, 2013 11:27 pm
Forum: Spread the Word
Topic: Twitch Streams
Replies: 9
Views: 21422

Re: Twitch Streams

If it truely is soaryn, then we are good. He has a huge fan base, and can reach out to alot people who can also spread the word on factorio.vmaybe you devs should consider sending him an email or message. Just a thought. Also i have seen a quick rise in forum members, 13 in less then a day, thats pr...
by Dysoch
Tue Nov 05, 2013 11:57 am
Forum: Resolved Problems and Bugs
Topic: [0.7.4] Exploring the map - fps goes down
Replies: 5
Views: 2347

Re: [0.7.4] Exploring the map - fps goes down

I also have experienced this, but in map editor when zoomed out max or close to max. Shouldt happen on my system,
Have this:
Amd fx8 8-core processor
16 gb 2300hz ram
Nvidia 2gb gtx force 660 dd5
1tb ssd hard drive (factorio not installed on this)
by Dysoch
Tue Nov 05, 2013 11:53 am
Forum: Resolved Problems and Bugs
Topic: [0.7.5] Script bug - gettile inside of onchunkgenerated
Replies: 2
Views: 1095

Re: [0.7.5] Script bug - gettile inside of onchunkgenerated

As for the minimap. No it cannot be toggled from the script at the moment. The game.disableminimap() is used for the scenarios where minimap doesn't have sense, then even if the minimap is enabled in the options it will not be shown (but it doesn't change the settings). Anyway you can add a toggle ...
by Dysoch
Mon Nov 04, 2013 1:40 pm
Forum: Modding help
Topic: Events
Replies: 19
Views: 5684

Re: Events

if glob.steamengine~=nil and math.floor(math.random(5*entity.energy+1))==2 then --[[Power failure steam engines]]-- for i,_ in pairs(glob.steamengine) do if foundsteamengine==true then if glob.steamengine[i].entity.valid then glob.steamengine[i].entity.die() game.getplayer().print("Your steam ...
by Dysoch
Mon Nov 04, 2013 1:03 pm
Forum: Modding help
Topic: base-edit
Replies: 7
Views: 2587

Re: base-edit

Try: data.raw["mining-drill"]["mining-drill"].fast_replaceable_group = "drill" still a nil value error data.raw["mining-drill"]["basic-mining-drill"].fast_replaceable_group = "drill" --or data.raw["mining-drill"]["burner-min...

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