Search found 30 matches
- Mon Aug 21, 2017 1:36 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 130897
Re: The von Neumann Thread
I noticed that there were recent posts by the handle theEngineer... He must be from another corporation trying to undermine the current efforts of our corporation and its assets. If he was part of our corporation surely he would have been aware through training the expectations of our corporation. (...
- Wed Aug 16, 2017 5:52 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 130897
Re: The von Neumann Thread
The corporation reminded me that I forgot to put my worlds encoded location in my last transmission: >>>AAAPAAkAAAABBQcAAAAEAAAAY29hbAEFBQoAAABjb3BwZXItb3Jl AQUFCQAAAGNydWRlLW9pbAIFBQoAAABlbmVteS1iYXNlAwMDCAAAAGl yb24tb3JlAQUFBQAAAHN0b25lAQUFCwAAAHVyYW5pdW0tb3JlAgUFSM zQ+4CEHgCAhB4AAwABAQF7FK5H4XqUP...
- Mon Aug 14, 2017 2:54 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 130897
Re: The von Neumann Thread
//Begin Mission Log I felt groggy as I woke up. Looking at the HUD I had to blink a few times while I realized how long I had been out. Its been almost two years and I know that the rest of the corporation didn’t sleep while I did. My first assessment of the landing zone was that it was awesome. Lar...
- Tue Apr 25, 2017 2:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Crash on opening research GUI
- Replies: 3
- Views: 1855
Re: [0.15.1] Crash on opening research GUI
I hadn't realized that was a setting I changed. Thank you!
- Tue Apr 25, 2017 1:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Crash on opening research GUI
- Replies: 3
- Views: 1855
[0.15.1] Crash on opening research GUI
This map exchange string below always crashes when opening the research GUI. I tried a new different map and the research was able to load. On loading up the map with the exchange string below, opening the research GUI crashes the game again. >>>AAAPAAEAAAABBAcAAAAEAAAAY29hbAEEAwoAAABjb3BwZXItb3Jl A...
- Mon Oct 17, 2016 11:10 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Automated Expansion
- Replies: 5
- Views: 11252
Re: Automated Expansion
@nuhll
The expansion is currently activated by adding one chemplant to the logistic network.
@Toch
To help you let me know what are you trying to do? What are you planning on doing in the future? What exatly are you "copypaste"(ing) into your save?
The current build doesn't repair old ports.
The expansion is currently activated by adding one chemplant to the logistic network.
@Toch
To help you let me know what are you trying to do? What are you planning on doing in the future? What exatly are you "copypaste"(ing) into your save?
The current build doesn't repair old ports.
- Mon Aug 22, 2016 9:53 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Automated Expansion
- Replies: 5
- Views: 11252
Automated Expansion
I have been looking to build a factory that automates Expansion and I am at the point that It is almost complete. I wanted to share my factory with the community because I have been inspired by others that were interested in the same idea. I use a few mods to be able to do this and the main mod that...
- Sat Mar 19, 2016 9:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Endless Miner
- Replies: 19
- Views: 30744
Re: [MOD 0.12.x] Endless Miner
@BitterofBitters
10 stone plus 1 iron ore makes TEN concrete. TEN concrete makes 50 "Underground Ore".
10 stone plus 1 iron ore makes TEN concrete. TEN concrete makes 50 "Underground Ore".
- Tue Mar 15, 2016 5:32 am
- Forum: Implemented mod requests
- Topic: Turret properties
- Replies: 5
- Views: 2086
Can scripts read an entity (turret) Kills and Damage dealt
Can a script read a turrets Kill count and Damage dealt total? I was thinking of scripting a turret that would level up with experience.
- Sun Dec 27, 2015 10:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Endless Miner
- Replies: 19
- Views: 30744
Re: [MOD 0.12.x] Endless Miner
My mod was not updated for the update that changed (removed) onsave and onload events. I have noticed a very similar mod that is currently available: https://forums.factorio.com/forum/vie ... 11#p121186. I may update this mod later (I'm thinking 13.x) but will decide later.
- Sun Sep 20, 2015 11:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Endless Miner
- Replies: 19
- Views: 30744
Re: [MOD 0.12.x] Endless Miner
Added picture example as requested.
- Fri Sep 18, 2015 4:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Endless Miner
- Replies: 19
- Views: 30744
[MOD 0.12.x] Endless Miner
Type: Mod Name: Endless Miner Description: Creates a miner that continually generates iron, copper, coal, and lots of stone. Runs on concrete. License: MIT Version: 0.1.1 Release: 9/18/2015 Tested-With-Factorio-Version: 0.12.9 Category: SimpleExtension Download: ***THIS IS NOT WORKING FOR THE CURREN...
- Sat Aug 29, 2015 11:05 pm
- Forum: Modding help
- Topic: Arbritrary External Mod Prototype Script
- Replies: 4
- Views: 3723
Re: Arbritrary External Mod Prototype Script
Like Choumiko said a data-updates or data-final-fixes can search by prototype and replace/alter properties of all items added by all mods. I suggest you look at the following prototypes: "energy-shield-equipment","battery-equipment","solar-panel-equipment","generat...
- Thu Aug 27, 2015 1:59 am
- Forum: Texture Packs
- Topic: [DONE] Mod Graphics for Endless Miner
- Replies: 0
- Views: 6345
[DONE] Mod Graphics for Endless Miner
I created and coded an item i call "Endless Miner". It slowly makes iron/copper/coal and lots of stone. It runs on concrete. I wanted a graphic that looked like a cave with a belt coming out of it. Something that looked like a mound with a tunnel coming out. The entity is a 3x3 that output...
- Mon Aug 24, 2015 3:32 pm
- Forum: Ideas and Requests For Mods
- Topic: Is there a Short Inserter mod?
- Replies: 2
- Views: 4883
Re: Is there a Short Inserter mod?
There are mods that do this. Dytech has an inserter module that has these and many more.
- Sat Aug 22, 2015 11:35 pm
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 10011
Re: Feedback appreciated about mod concept
Thank you! Also I found the {0.5} should be just 0.5 for the insert_at LUA.
now to code for line 1 vs line 2
Code: Select all
belt.get_transport_line(1).insert_at(0.5,{name=ore, count=1})
- Sat Aug 22, 2015 6:55 pm
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 10011
Re: Feedback appreciated about mod concept
I am struggling with how to use the "transportline" LUA functions. I have belt.get_transport_line.insert_at({0.5},{name=ore, count=1}) and factorio reports "Error while running the event handler: __Endless-Miner__/control.lua:132: attempt to index field 'get_transport_line' (a functio...
- Fri Aug 21, 2015 4:41 am
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 10011
Re: Feedback appreciated about mod concept
Ok I have most of my mod working however the belts in 12.* act different with regards to collisions. When the can_place_entity function finds items on a belt items on a belt do not take space so it allways returns true. If the belt that the ore outputs onto is full or has an item in the way the new ...
- Thu Aug 20, 2015 6:23 am
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 10011
Re: Feedback appreciated about mod concept
nevermind, i forgot my global.OreList instead of OreList.
- Wed Aug 19, 2015 12:04 am
- Forum: Modding help
- Topic: Destroy Building on Pick-up/Mine
- Replies: 4
- Views: 4140
Re: Destroy Building on Pick-up/Mine
If you make hardness a large enough value it cannot be mined. This is based on the power of the tool vs the hardness of the object. Mods may allow more powerful tools. When the hardness is larger than the tools power it is not able to be mined.