Search found 285 matches

by oLaudix
Tue Oct 22, 2024 4:45 pm
Forum: Modding help
Topic: LuaGameScript doesn't contain key entity_prototypes
Replies: 4
Views: 296

Re: LuaGameScript doesn't contain key entity_prototypes

Bilka wrote: Tue Oct 22, 2024 4:36 pm It's in the changelog like this:
Moved prototypes access from LuaGameScript::X_prototypes to LuaPrototypes::X.
Moved filtered prototypes access from LuaGameScript::get_filtered_X_prototypes to LuaPrototypes::get_X_filtered.
Ah i see. I was just searching for entity_prototypes like a dumbass.
by oLaudix
Tue Oct 22, 2024 4:43 pm
Forum: Releases
Topic: Version 2.0.7
Replies: 28
Views: 49891

Re: Version 2.0.7

Renamed `global` into `storage`
Is this the reason why im getting

Code: Select all

attempt to index global 'global' (a nil value)
everywhere?

EDIT: Yup ...
by oLaudix
Tue Oct 22, 2024 4:31 pm
Forum: Modding help
Topic: LuaGameScript doesn't contain key entity_prototypes
Replies: 4
Views: 296

LuaGameScript doesn't contain key entity_prototypes

Anyone knows what did game.entity_prototypes turn into? Couldnt find the info in 2.0 Modding changelog preview nor Modding API changelog preview.
by oLaudix
Mon Dec 10, 2018 4:44 pm
Forum: Show your Creations
Topic: A little biter shaving contraption
Replies: 9
Views: 5007

Re: A little biter shaving contraption

I have problem with spitters not biters. I tried doing something like this and it works on biters but spitters just stop and start attacking the wall. And since i have Rampant and Natural Evolution Enemies there is unit launching spitter there and it results in infinite wave of biters because biter ...
by oLaudix
Sun Dec 09, 2018 11:23 pm
Forum: Show your Creations
Topic: A little biter shaving contraption
Replies: 9
Views: 5007

Re: A little biter shaving contraption

Every time i try something like this, bugs ignore everything and just go straight for the belt. Even if there is no wall near it. I have no idea how you ppl do contraptions like this.
by oLaudix
Sun Nov 25, 2018 6:49 pm
Forum: Technical Help
Topic: Game hangs up on startup after 40% of loading.
Replies: 2
Views: 1813

Game hangs up on startup after 40% of loading.

I recently decided to redownload Factorio to play a little but game hangs at startup. Deleting the game and redownloading it fixes the issue BUT it comes back after restarting PC. The problem persists even on clean install.
by oLaudix
Wed Jun 14, 2017 5:31 pm
Forum: Releases
Topic: Version 0.15.20
Replies: 29
Views: 21808

Re: Version 0.15.20

Mendel wrote:Would you kindly report that in the bug report section of the forum, please?
After clean install it started to show Error Loading Mods again. I guess something got botched up during my update.
by oLaudix
Wed Jun 14, 2017 4:39 pm
Forum: Releases
Topic: Version 0.15.20
Replies: 29
Views: 21808

Re: Version 0.15.20

This update broke mods to the point of them not even asking to disable them but game simply crashing. 0.002 2017-06-14 18:38:18; Factorio 0.15.20 (build 30292, win64, steam) 0.002 Operating system: Windows 10 (build 15063) 0.002 Program arguments: "D:\Steam\steamapps\common\Factorio\bin\x64\Fac...
by oLaudix
Fri Jun 09, 2017 7:43 pm
Forum: News
Topic: Friday Facts #194 - Automated combinator pipeline
Replies: 27
Views: 25772

Re: Friday Facts #194 - Automated combinator pipeline

Gen. O'Neill wrote:That was a waste of a perfectly good explanation.
by oLaudix
Tue Jun 06, 2017 2:24 pm
Forum: Modding help
Topic: Pipe connection i 2x2 entity.
Replies: 4
Views: 2414

Re: Pipe connection i 2x2 entity.

Klonan wrote:You should set your base level to +1 if you want it to flow out into the storage tank
I see. I copied it from another mod and though it waws correct ... Thank you for your help.
by oLaudix
Mon Jun 05, 2017 8:48 pm
Forum: Modding help
Topic: Pipe connection i 2x2 entity.
Replies: 4
Views: 2414

Re: Pipe connection i 2x2 entity.

fluid_boxes = { { production_type = "output", pipe_picture = assembler3pipepictures(), pipe_covers = pipecoverspictures(), base_area = 10, base_level = -1, pipe_connections = {{ type="output", position = {-0.5, -1.5} }} }, off_when_no_fluid_recipe = true },
by oLaudix
Mon Jun 05, 2017 6:58 pm
Forum: Modding help
Topic: Pipe connection i 2x2 entity.
Replies: 4
Views: 2414

Pipe connection i 2x2 entity.

I'm trying to figure out output pipe connection for 2x2 entity. I put it at -0.5 and -1.5 and it looks ok, but it refuses to put any fluid in tanks or pipes. Whats wierder is when i pick it up it suddenly puts all the fluid in it into the pipe or tank that was previously connected to it. It looks li...
by oLaudix
Fri May 26, 2017 9:59 pm
Forum: Resource Spawner Overhaul
Topic: Bob's Nickel Ore
Replies: 10
Views: 6417

Re: Bob's Nickel Ore

Unfortunately I already overwritten the save. I must had bad luck since every new game i start now hase galena even when i set the options like they were before. Either that or i just missed it, the patch is very small and its hard to see on the map. Or it got swallowed by water maybe? I dont know i...
by oLaudix
Fri May 26, 2017 7:04 pm
Forum: Resource Spawner Overhaul
Topic: Bob's Nickel Ore
Replies: 10
Views: 6417

Re: Bob's Nickel Ore

Really? I've started dozens of maps up, and I get galena in the starting area every time. Ore enable override option was ticked so I assumed it works as if i ticked all ores in the section above. Apparently its not true and i had to tick the galena on or it would only spawn outside of starter area.
by oLaudix
Fri May 26, 2017 6:19 pm
Forum: Resource Spawner Overhaul
Topic: Bob's Nickel Ore
Replies: 10
Views: 6417

Re: Bob's Nickel Ore

I tried RSO with Bob's mod first time in 0.15 and I noticed there is no lead ore in starting area. It only spawned miles away and i have no real means of transporting it to my base since i need lead for 2nd tier of circuit board. Should it behave like that?
by oLaudix
Fri May 26, 2017 2:42 pm
Forum: Duplicates
Topic: [0.15.14] Constant crashes during various activities.
Replies: 1
Views: 1238

[0.15.14] Constant crashes during various activities.

Sometimes i crash when i select recipe in assembler. Sometimes i crash when i kill something. Sometimes i crash when i build something manually. Sometimes i crash when i ghost something. Can't even specify what exacly causes the problem because its totally random. I crash when i put down assembler a...
by oLaudix
Fri May 26, 2017 1:26 pm
Forum: Releases
Topic: Version 0.15.14
Replies: 22
Views: 19376

Re: Version 0.15.14

Code: Select all

Fixed that right click and drag in the blueprint setup GUI didn't work to remove things from the blueprint. 
Fixed that blueprint icons couldn't be removed with right click.
Thank the heavens. This was annoying the crap out of me.
by oLaudix
Sat May 06, 2017 1:25 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 83009

Re: Friday Facts #189 - Specifying the 1.0

Blueprint based gameplay I made myself a mod that does exacly this. Gives me power armor some items and research for robots and blueprints. I have like 5 blueprint books with different stuff and its a lot of fun to play this way. I tweak and change them every playthtough and each time i achieve the...
by oLaudix
Fri May 05, 2017 5:44 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 52356

Re: Version 0.15.7

I like the changes science recipes. Assembly machine 1s can be recycled when not needed. Pump jacks can't. And you need a lot more miners than pump jacks, so extra production is more easily used. The problem is that blue science pack needed a lot of space. For me most of all of them i think? Now it...
by oLaudix
Fri May 05, 2017 5:14 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 52356

Re: Version 0.15.7

neoc wrote:For science pack 3, switching from assembling machine 1 to pumpjack is not a good idea.
That is probably why devs changed it to electric minig drill instead.

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