Search found 14 matches

by Grandirus
Sat Jun 18, 2016 7:47 pm
Forum: Mods
Topic: [MOD 0.11.21] Condense Air [ver. 1.0.0]
Replies: 2
Views: 4973

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...
by Grandirus
Wed Feb 17, 2016 5:27 am
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23389

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.
by Grandirus
Wed Feb 17, 2016 5:23 am
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23389

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...
by Grandirus
Sat Jan 23, 2016 4:41 am
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23389

Re: LUA code to transform pollution in energy.

Thanks for all the replys. I will try and tell if I succeed.
by Grandirus
Tue Jan 19, 2016 4:15 pm
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23389

Re: LUA code to transform pollution in energy.

No ideas?
Nobody?
:|
by Grandirus
Thu Jan 07, 2016 8:48 pm
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23389

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.
by Grandirus
Wed Dec 30, 2015 5:36 am
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23389

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 = -...
by Grandirus
Mon Dec 28, 2015 3:57 am
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23389

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...
by Grandirus
Fri Dec 11, 2015 4:57 am
Forum: Releases
Topic: Version 0.12.20
Replies: 32
Views: 55330

Re: Version 0.12.20

Technology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).
Worked like a charm. Thanks. :D
by Grandirus
Sat Nov 07, 2015 3:26 am
Forum: Mods
Topic: [0.12.x] Craft Faster
Replies: 8
Views: 20036

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...
by Grandirus
Fri Nov 06, 2015 8:22 pm
Forum: Mods
Topic: [0.12.x] Craft Faster
Replies: 8
Views: 20036

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...
by Grandirus
Wed Nov 04, 2015 9:40 pm
Forum: Mods
Topic: [0.12.x] Craft Faster
Replies: 8
Views: 20036

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...
by Grandirus
Sun Jun 21, 2015 10:39 pm
Forum: Ideas and Requests For Mods
Topic: [request] sensor on belt
Replies: 3
Views: 5559

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.
by Grandirus
Fri Jun 12, 2015 7:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.5.0] Terrain generator bugs
Replies: 13
Views: 6028

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)

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