Search found 14 matches
- Sat Jun 18, 2016 7:47 pm
- Forum: Mods
- Topic: [MOD 0.11.21] Condense Air [ver. 1.0.0]
- Replies: 2
- Views: 5105
Re: [MOD 0.11.21] Condense Air [ver. 1.0.0]
I have downloaded the mod and corrected the control.lua to work on the newer version of the game: require "defines" game.onevent(defines.events.onplayercreated, function(event) local player = game.getplayer(event.playerindex) player.insert({name='assembling-machine-2', count=2}) player.ins...
- Wed Feb 17, 2016 5:27 am
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 23778
Re: LUA code to transform pollution in energy.
Up until now, I'm stop work in the mod, because of a health issue. I need some little time to be good again.
- Wed Feb 17, 2016 5:23 am
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 23778
Re: LUA code to transform pollution in energy.
My first thought was an endless loop, where the machine continuously puts out power and removes pollution. But eventually, you would run out of pollution, but still make power. My next idea is make a machine that turns pollution into some kind of fuel, and just feed the fuel into a specific generat...
- Sat Jan 23, 2016 4:41 am
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 23778
Re: LUA code to transform pollution in energy.
Thanks for all the replys. I will try and tell if I succeed.
- Tue Jan 19, 2016 4:15 pm
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 23778
Re: LUA code to transform pollution in energy.
No ideas?
Nobody?
Nobody?
- Thu Jan 07, 2016 8:48 pm
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 23778
Re: LUA code to transform pollution in energy.
Something like "emissions * 100", so if emissions are 1.5, then "1.5 * 100" = "150Kw". If the entity is a lvl 2, then it will be "1.5 * 150" = "225Kw". And so on.
- Wed Dec 30, 2015 5:36 am
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 23778
Re: LUA code to transform pollution in energy.
You could take a look into this mod: https://forums.factorio.com/forum/viewtopic.php?t=7548 But from what I could find it basically registered a negative pollution emission (pretty clever hu): energy_source = { type = "electric", usage_priority = "secondary-input", emissions = -...
- Mon Dec 28, 2015 3:57 am
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 23778
LUA code to transform pollution in energy.
I'm have an idea to transform the huge polution we make, in energy. Using some kind of "solar panel", modified. I will create an "greenhouse" to create leafs, and use it to other things. But, I have no idea how to convert the pollution into energy (the lua code). Any help will be...
- Fri Dec 11, 2015 4:57 am
- Forum: Releases
- Topic: Version 0.12.20
- Replies: 32
- Views: 56554
Re: Version 0.12.20
Worked like a charm. Thanks.Technology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).
- Sat Nov 07, 2015 3:26 am
- Forum: Mods
- Topic: [0.12.x] Craft Faster
- Replies: 8
- Views: 20475
Re: [0.12.x] Craft Faster
Hi. I have got this to work (0.12.16) changed the "control.lua" to this: require("defines") local ontick=defines.events.on_tick function UpdateSpeeds() for _,f in pairs(game.forces) do if f.technologies["faster-crafting-5"].researched then f.manual_crafting_speed_modif...
- Fri Nov 06, 2015 8:22 pm
- Forum: Mods
- Topic: [0.12.x] Craft Faster
- Replies: 8
- Views: 20475
Re: [0.12.x] Craft Faster
Hi. I have got this to work (0.12.16) changed the "control.lua" to this: require("defines") local ontick=defines.events.on_tick function UpdateSpeeds() for _,f in pairs(game.forces) do if f.technologies["faster-crafting-5"].researched then f.manual_crafting_speed_modif...
- Wed Nov 04, 2015 9:40 pm
- Forum: Mods
- Topic: [0.12.x] Craft Faster
- Replies: 8
- Views: 20475
Re: [0.12.x] Craft Faster
Hi. I have got this to work (0.12.16) changed the "control.lua" to this: require("defines") local ontick=defines.events.on_tick function UpdateSpeeds() for _,f in pairs(game.forces) do if f.technologies["faster-crafting-5"].researched then f.manual_crafting_speed_modifi...
- Sun Jun 21, 2015 10:39 pm
- Forum: Ideas and Requests For Mods
- Topic: [request] sensor on belt
- Replies: 3
- Views: 5737
Re: [request] sensor on belt
I have the same idea yesterday. It will stop the inserter (or a group of inserter's) whem there is no need of specified item (configurable in some option).
Or maybe send information to a splitter, so it will send more items.
It's plent of use.
Or maybe send information to a splitter, so it will send more items.
It's plent of use.
- Fri Jun 12, 2015 7:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.5.0] Terrain generator bugs
- Replies: 13
- Views: 6493
Re: [0.5.0] Terrain generator bugs
Version 0.11.22 of the game stills with this "bug". Start a new game and I can't move nowhere because there's no land to walk. (start in middle of water)