Search found 19 matches
- Fri Jul 01, 2016 8:53 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623883
Re: Yuoki Industries - Informations, Suggestions, Questions
Do you have plans to add your mod to https://mods.factorio.com ? I am in no rush as I'm probably not going to update for a little while, and it's still super easy to manually install mods. Just more curious :) I was going through all my mods I love and yours and DyTech were the only two missing. Tho...
- Tue Mar 08, 2016 3:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] Coordinates 1.3.0
- Replies: 11
- Views: 23214
Re: [MOD 0.12.x] Coordinates
It would be great if you could add the z-axis for the Subsurface mod https://forums.factorio.com/forum/viewtopic.php?f=97&t=19178 if possible. At the moment I use sign posts https://forums.factorio.com/forum/viewtopic.php?f=93&t=14921&p=101041&hilit=sign+posts#p101041 at each elevat...
- Sat Feb 27, 2016 12:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] Coordinates 1.3.0
- Replies: 11
- Views: 23214
Re: [MOD 0.12.x] Coordinates 1.1.0
I'll do my bestDynar wrote:Hiho,
nice little mod^^ Would it be possible, to make it MP-compatible?
Any chance you can provide the error message you are getting?
I"m not getting any errors with 0.12.24 multiplayer.
- Wed Feb 24, 2016 8:51 am
- Forum: Mods
- Topic: [MOD 0.12.x] Coordinates 1.3.0
- Replies: 11
- Views: 23214
Re: [MOD 0.12.x] Coordinates
Updated things to 1.1.0! Check the post above. To address both these requests below: I'll get to them quicker than the last update! :D Hehe... Christmas wishing: Could you add also a LuaStyle to the whole box to make it nice and small? And put X and Y in a separate line so that it is very narrow? Se...
- Wed Dec 23, 2015 2:51 am
- Forum: Mods
- Topic: [MOD 0.12.x] Coordinates 1.3.0
- Replies: 11
- Views: 23214
Re: [MOD 0.12.x] Coordinates
I have added this functionality, it is with the rest of my pull request now. Could you merge it and repackage the releases? I was too lazy too, but I added the behavior you described. edit: video of functionality https://www.youtube.com/watch?v=5n_e2p83Ntc&feature=youtu.be Thank you so very muc...
- Mon Dec 21, 2015 2:50 am
- Forum: Mods
- Topic: [MOD 0.12.x] Coordinates 1.3.0
- Replies: 11
- Views: 23214
Re: [MOD 0.12.x] Coordinates
Can you explain your code? Thanks VERY much for the update! Does it CHANGE any of the function? Or is it a shorter way to write everything while keeping it the same? Also, I was wondering if maybe you could help me with a feature that I couldn't figure out on my own yet. Do you know how to make it s...
- Tue Oct 20, 2015 12:24 am
- Forum: Wiki Talk
- Topic: Confused where to start
- Replies: 1
- Views: 8497
Confused where to start
Hello. I'm very excited to start helping on the wiki. I have been reading and reading and am willing to just to a lot of the grunt work required in documenting the game. I'm happy to do screen shots, descriptions, all sorts of things. As a start I went here: https://forums.factorio.com/wiki/index.ph...
- Sat Oct 17, 2015 11:31 pm
- Forum: Modding help
- Topic: 0.12.11 help: attempt to index global 'game' (a nil value)
- Replies: 2
- Views: 22244
Re: 0.12.11 help: attempt to index global 'game' (a nil value)
https://forums.factorio.com/forum/viewtopic.php?f=3&t=17087 Warning: Most of the mods will be broken by this release, most of the problems can be solved by find and replace of "game.on_" to "script.on_" in the mod script files. Lua API calls on_load, on_init, on_configuratio...
- Sat Oct 17, 2015 6:43 am
- Forum: Wiki Talk
- Topic: If you want to work on the wiki you need an account
- Replies: 42
- Views: 46392
Re: If you want to work on the wiki you need an account
Too update this post:
Looks like things have been updated/fixed!
https://forums.factorio.com/wiki/inde ... estAccount
Looks like things have been updated/fixed!
https://forums.factorio.com/wiki/inde ... estAccount
- Sat Oct 17, 2015 6:38 am
- Forum: Modding help
- Topic: 0.12.11 help: attempt to index global 'game' (a nil value)
- Replies: 2
- Views: 22244
0.12.11 help: attempt to index global 'game' (a nil value)
Hello. I keep searching but I just don't get this so far. I realize I need to read a LOT more and will do so for further mods I plan to create. It just appears this hasn't really been addressed in a place I can find ;-) I realize that I can no longer call the game function, but I'm not sure how else...
- Tue Oct 13, 2015 7:11 am
- Forum: Wiki Talk
- Topic: If you want to work on the wiki you need an account
- Replies: 42
- Views: 46392
Re: If you want to work on the wiki you need an account
I'm having this issue as well tonight!emailformygames wrote:I'd like to help out on the wiki, but when I try to login it comes up with this
and then when I try to request an account instead the website gives me this error:
- Mon Oct 12, 2015 11:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Coordinates 1.3.0
- Replies: 11
- Views: 23214
[MOD 0.12.x] Coordinates 1.3.0
Coordinates 1.3.0 Full Window: http://gergith.com/factorio/factorio-coordinates.jpg http://gergith.com/factorio/factorio-coordinates-xy-0.jpg http://gergith.com/factorio/factorio-coordinates-xy-1.jpg http://gergith.com/factorio/factorio-coordinates-xy-2.jpg http://gergith.com/factorio/factorio-coor...
- Mon Oct 12, 2015 6:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Minable Rock
- Replies: 12
- Views: 20906
Re: [MOD 0.12.x] Minable Rock
Thanks for this! Was coming back here to give a bug report; Can you update your first post to say that?Ranakastrasz wrote:Both. So I suggest using the v1 for now unless starting a new game.
Thanks for the awesome mod!
- Sat Oct 10, 2015 8:19 am
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 299247
Re: [MOD 0.12.x] Landfill (2.1.6)
Hello Rseding91! I REALLY love this mod. I read through this whole thread, or skimmed it thoroughly at least. I also searched the topic, but sorry if I missed these already. I had a few suggestions for features if you were wanting to add some. 1. Allowing construction bots to lay landfill? 2. Allowi...
- Wed Sep 16, 2015 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Update first on factorio launch BEFORE all other loading.
- Replies: 4
- Views: 6749
Re: Update first on factorio launch BEFORE all other loading.
Cool! thanks!
As another alternative that I just thought of:
Allow updating at EXIT (like VLC allows). So that it will download and you don't need to restart your game and can install the update at exit of game too
Thanks!
As another alternative that I just thought of:
Allow updating at EXIT (like VLC allows). So that it will download and you don't need to restart your game and can install the update at exit of game too
Thanks!
- Sun Sep 13, 2015 3:38 am
- Forum: Ideas and Suggestions
- Topic: Update first on factorio launch BEFORE all other loading.
- Replies: 4
- Views: 6749
Update first on factorio launch BEFORE all other loading.
Idea: Make Factorio check for updates first, before ANY other loading (sprites, plugins, et cetera). Implementation suggestions: Either through a super simple launcher, minecraft styles, or simply just having the upgrade check happen BEFORE all other assets load. This also may be a moot suggestion g...
- Mon Aug 31, 2015 7:37 pm
- Forum: Gameplay Help
- Topic: Resetting technology-techtree-research
- Replies: 5
- Views: 20284
Re: Resetting technology-techtree-research
MalcolmCooks wrote:did you add /c in front? Otherwise it will just send as a chat message, not a command
I didn't cause I'm stupid.
Code: Select all
/c for _,v in pairs(game.player.force.technologies) do v.researched=false end
- Mon Aug 31, 2015 7:14 pm
- Forum: Gameplay Help
- Topic: Resetting technology-techtree-research
- Replies: 5
- Views: 20284
Re: Resetting technology-techtree-research
prg wrote:Code: Select all
for _,v in pairs(game.player.force.technologies) do v.researched=false end
Didn't give me an error, but didn't seem to work
- Mon Aug 31, 2015 5:39 pm
- Forum: Gameplay Help
- Topic: Resetting technology-techtree-research
- Replies: 5
- Views: 20284
Resetting technology-techtree-research
Hello; I'm having huge difficulties trying to figure this out. I'm trying to figure out how to take a save game file that has everything researched back to a game wher enothing is researched. I'm having troubles with the commandline/lua commands I've been finding. Any help would be greatly appreciat...