Ah i see. I was just searching for entity_prototypes like a dumbass.
Search found 285 matches
- 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
- Tue Oct 22, 2024 4:43 pm
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 49891
Re: Version 2.0.7
Is this the reason why im gettingRenamed `global` into `storage`
Code: Select all
attempt to index global 'global' (a nil value)
EDIT: Yup ...
- 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.
- 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 ...
- 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.
- 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.
- Wed Jun 14, 2017 5:31 pm
- Forum: Releases
- Topic: Version 0.15.20
- Replies: 29
- Views: 21808
Re: Version 0.15.20
After clean install it started to show Error Loading Mods again. I guess something got botched up during my update.Mendel wrote:Would you kindly report that in the bug report section of the forum, please?
- 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...
- 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.
- 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.
I see. I copied it from another mod and though it waws correct ... Thank you for your help.Klonan wrote:You should set your base level to +1 if you want it to flow out into the storage tank
- 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 },
- 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...
- 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...
- 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.
- 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?
- 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...
- 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.
- 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...
- 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...
- Fri May 05, 2017 5:14 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 52356
Re: Version 0.15.7
That is probably why devs changed it to electric minig drill instead.neoc wrote:For science pack 3, switching from assembling machine 1 to pumpjack is not a good idea.