Search found 157 matches
- Thu Nov 26, 2015 1:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Large, filterable chests
- Replies: 32
- Views: 50968
Re: [MOD 0.12.x] Large, filterable chests
I get this error when starting factorio with this mod 0.245 Loading mod core 0.0.0 (data.lua) 0.249 Loading mod base 0.12.16 (data.lua) 0.332 Loading mod LongLargeChests 0.12.7 (data.lua) 0.341 Error Util.cpp:49: __LongLargeChests__/data.lua:1: __LongLargeChests__/prototypes/entity/entities.lua:14:...
- Sun Oct 25, 2015 3:44 am
- Forum: Mods
- Topic: [MOD 0.12.x] Large, filterable chests
- Replies: 32
- Views: 50968
Re: [MOD 0.12.x] Large, filterable chests
I'll take a look to see what's changed between 0.12.1 and 0.12.11 tomorrow and see what I can do.Simon04090 wrote:Any chance of this getting updated to 0.12.11?
- Wed Oct 14, 2015 6:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] Electric boiler
- Replies: 23
- Views: 49665
Re: [MOD 0.12.x] Electric boiler
Idk why but your boilers seem to chaotically raise and lower temperature of water that's in them and that passed them (including the ones in pipes and generators) now in ideal conditions i can use a storage tank to balance it out to 95 degrees, but then my generators dont run on maxium when needed....
- Thu Sep 03, 2015 9:41 pm
- Forum: Modding help
- Topic: Migrations question
- Replies: 2
- Views: 2884
Re: Migrations question
There are two kinds of migrations, JSON and LUA. The JSON migration allows you to change one type of entity to another. The LUA option gives you full scripting flexibility. I have only done a bit of migration, so I'm just guessing here, but you might be able to use the LUA migration to find all of t...
- Thu Sep 03, 2015 9:31 pm
- Forum: Gameplay Help
- Topic: Train waiting area, why not use tracks with green lights
- Replies: 5
- Views: 18219
Re: Train waiting area, why not use tracks with green lights
It's important to note that I discovered that sometimes trains will insist on pathing through locked blocks. It's a matter of path length - if pathing around a locked block adds enough length after the choice, the train will ignore the free path. http://i.imgur.com/6vsjLYs.jpg In the above image, t...
- Wed Aug 19, 2015 4:22 am
- Forum: Show your Creations
- Topic: My mixed-belt inserter factory
- Replies: 5
- Views: 12884
Re: My mixed-belt inserter factory
Here's what I use in one of my games. You can make it slimmer by eliminating the belts to the right. 20150819-01-inserters-method-1.png This is a more efficient layout due to stack-size bonuses, but it also makes use of my modded filterable chest. I use it to feed blue-science productions. 20150819-...
- Wed Aug 12, 2015 2:55 am
- Forum: Modding help
- Topic: crafting catagory 0.12.3
- Replies: 4
- Views: 2973
Re: crafting catagory 0.12.3
What do you mean by grep -r category * at the start? so, is it possible to make my own catagory then?, if so, how? "grep" was just a command I used to find anything with the word category in it under the base data. It's pretty handy, and it's available for pretty much every platforms, inc...
- Tue Aug 11, 2015 4:16 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: [0.12] micro machines
- Replies: 6
- Views: 17441
Re: [0.12] micro machines
The inserter putting concrete into a box does look like a corner worker waving a flag.
- Tue Aug 11, 2015 4:04 pm
- Forum: Modding help
- Topic: crafting catagory 0.12.3
- Replies: 4
- Views: 2973
Re: crafting catagory 0.12.3
Look under data/base/prototypes/categories/recipe-categories.lua grep -r category * ... categories/recipe-category.lua: type = "recipe-category", categories/recipe-category.lua: type = "recipe-category", categories/recipe-category.lua: type = "recipe-category", categori...
- Tue Aug 11, 2015 3:03 am
- Forum: Gameplay Help
- Topic: How to base defense?
- Replies: 13
- Views: 21669
Re: How to base defense?
Not sure about your exact scenario, but I generally have my entire track network covered by repair robots. Also, there seems to be a few choke points (like the lake to the southeast). Maybe stick a radar there (as bait) and set up lots of defenses (plus repairs?) I find the best strategy for me is t...
- Sat Aug 08, 2015 7:02 pm
- Forum: Implemented mod requests
- Topic: A way to connect transport lines across surfaces
- Replies: 2
- Views: 4381
Re: A way to connect transport lines across surfaces
Exactly, a new cross-surface connection point.ratchetfreak wrote:like have the partner of the underground belt be on another surface?
I'd also like to see that for trains. Train tunnels anyone?
- Sat Aug 08, 2015 4:50 pm
- Forum: Implemented mod requests
- Topic: A way to connect transport lines across surfaces
- Replies: 2
- Views: 4381
A way to connect transport lines across surfaces
I would like to be able to connect two transport lines together so they become one. Scenario: There are two surfaces, "nauvis" and "surface A". On "nauvis", there are two transport belts, "belt 1" and "belt 2". On "surface A", there are two...
- Sat Aug 08, 2015 4:37 pm
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 10011
Re: Feedback appreciated about mod concept
Just use an assembly machine instead, and every so often (use on_tick()) just add something to its output slot (if there is room). why on_tick? first, a recipe to make this item (like iron-ore) without ingredients, with category = "your_category", this category is to craft the recipe, now...
- Sat Aug 08, 2015 4:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Large, filterable chests
- Replies: 32
- Views: 50968
Re: [0.12.x] Large, filterable chests
Uploaded version 0.12.7: https://forums.factorio.com/forum/vie ... hp?t=13312
Changes:
- Version 0.12.7: Hide the non-item items.
Changes:
- Version 0.12.7: Hide the non-item items.
- Sat Aug 08, 2015 4:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] Crash on manual save
- Replies: 1
- Views: 1401
[0.12.1] Crash on manual save
My mouse has been acting up (sending multiple clicks instead of just one) which is annoying, but it may also cause a game crash. I was unable to reproduce this, but when Factorio crashed, it was half-way through painting a custom GUI panel WHILE the main menu was opened. The only way that custom GUI...
- Fri Aug 07, 2015 1:22 pm
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 10011
Re: Feedback appreciated about mod concept
Just use an assembly machine instead, and every so often (use on_tick()) just add something to its output slot (if there is room).
- Tue Aug 04, 2015 4:24 pm
- Forum: Ideas and Suggestions
- Topic: Compound Combinators (complex logic in a single building)
- Replies: 9
- Views: 4566
Re: Compound Combinators (complex logic in a single building)
That is also an anti-pattern in programming: If you need comments, to explain your code (or in this case the circuit) it is too late. You made something wrong. Good code should always explain itself and only in some rare cases you need comments. I agree with everything else, but I just want to touc...
- Mon Aug 03, 2015 7:55 pm
- Forum: Implemented Suggestions
- Topic: Cameras
- Replies: 2
- Views: 6352
Re: Cameras
Check out the remote control mod.
- Mon Aug 03, 2015 7:50 pm
- Forum: Modding help
- Topic: MP efficient events.
- Replies: 8
- Views: 3964
Re: MP efficient events.
Correct we if I'm wrong but doesn't the game automatically send all player click events to all clients? I will have to play with it more, but each player can have different GUI states (one have X GUI opened, one have Y, etc.) so a "click" may not mean the same to all player. Again, I will...
- Mon Aug 03, 2015 4:29 pm
- Forum: Modding help
- Topic: [Solved] Modifying Vanilla Recipes 0.12
- Replies: 11
- Views: 5144
Re: [Solved] Modifying Vanilla Recipes 0.12
/c game.player.force.reset_technologies()ClayC wrote:is there anything else like this that reset like the technologies etc?
The wiki has information on all these methods.