Search found 221 matches
- Sat Mar 30, 2019 8:45 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 120479
Re: [MOD 0.17.xx] TimeButtons v0.3.7
Fixed in version 0.3.7
- Sat Mar 23, 2019 5:57 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 120479
Re: [MOD 0.17.xx] TimeButtons v0.3.6
Sorry, but i cant reproduce this error. Can you provide me a save game?
What game version you use?
What game version you use?
- Sat Mar 23, 2019 5:31 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 120479
Re: [MOD 0.17.xx] TimeButtons v0.3.6
I will fix this asap.
- Mon Mar 11, 2019 1:59 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 120479
Re: [MOD 0.17.xx] TimeButtons v0.3.6
Mod updated to 0.17
- Sun May 06, 2018 2:59 pm
- Forum: Questions, reviews and ratings
- Topic: events.on_robot_built_entity
- Replies: 2
- Views: 1511
Re: events.on_robot_built_entity
Do you really need an accurate player? Why not to use force-wide logic? Anyway something like this could work(untested): function robot_owner(robot) local cells = robot.logistic_network.cells if #cells ~= 1 then return nil end if not cells[1].mobile then return nil end local owner = cells[1].owner ...
- Sat May 05, 2018 8:19 pm
- Forum: Questions, reviews and ratings
- Topic: events.on_robot_built_entity
- Replies: 2
- Views: 1511
events.on_robot_built_entity
Hi everydody, I have simple question that i cant find answer. When on_robot_built_entity event occur, there is a table named event that contains: robot , created_entity and stack , unfortunately no player_index. How can i determine which player is owner of this robot? or How can i determine which pl...
- Tue Mar 13, 2018 12:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.29] Can't update
- Replies: 4
- Views: 2113
Re: [0.16.29] Can't update
OMG... True. My fault. But i tried it at least 2 versions ago, and no problem with update till now.kitcat wrote:I checked the entities.lua of 33 versions since 0.15.9 and none had those lines there.
Have you ever tried to connect loaders to the circuit network?
- Mon Mar 12, 2018 8:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.29] Can't update
- Replies: 4
- Views: 2113
Re: [0.16.29] Can't update
Everything is OK, thx.Loewchen wrote:Try removing line 585 to 588.
I can not remember to modify the entities.lua file.
Can you confirm that attached file wasn't original one.
- Mon Mar 12, 2018 8:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.29] Can't update
- Replies: 4
- Views: 2113
[0.16.29] Can't update
It's simple, after update I got this -> look at image.
Version 0.16.28 worked flawlessly.
entities.lua included.
Version 0.16.28 worked flawlessly.
entities.lua included.
- Sat Mar 10, 2018 8:21 pm
- Forum: Duplicates
- Topic: [0.16.28] Wierd bug
- Replies: 1
- Views: 1026
[0.16.28] Wierd bug
Maybe it's reported, maybe not.
Items on belt were compressed... a lot.
I have connected green wire and... 260 items on one belt.
Save included.
Items on belt were compressed... a lot.
I have connected green wire and... 260 items on one belt.
Save included.
- Sat Feb 10, 2018 10:58 am
- Forum: Duplicates
- Topic: [16.22] Bad new game location
- Replies: 0
- Views: 891
[16.22] Bad new game location
Game is great but sometimes this happen.
- save included
- save included
- Tue Jan 30, 2018 10:04 pm
- Forum: Modding help
- Topic: [0.16.20] Adding new global variable
- Replies: 3
- Views: 2445
Re: [0.16.20] Adding new global variable
Ok, where should I update global.table except script.on_init(function()) I have tried in script.on_event(defines.events.on_tick, function(event) ,everything seems to work, but i don't know if it is a good idea. . . . OGM, so much changed in Factorio API since my last modding attempt. I found web pag...
- Tue Jan 30, 2018 8:41 pm
- Forum: Modding help
- Topic: [0.16.20] Adding new global variable
- Replies: 3
- Views: 2445
[0.16.20] Adding new global variable
My on load function: script.on_load (function() init_all() if debug_timebuttons == 1 then for _, player in pairs(game.players) do if player.connected then player.print("on_load ", debug_color) end end end end) My init_all function: function init_all() if global.button_count == nil then gl...
- Sun Jan 28, 2018 1:42 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 120479
Re: [MOD 0.16.xx] TimeButtons v0.3.3
Mod updated.
- Fri Jan 26, 2018 8:49 am
- Forum: Balancing
- Topic: Filter inserter vs stack filter inserter
- Replies: 6
- Views: 3859
Filter inserter vs stack filter inserter
After 3 years of playing factorio i noticed that filter inserter has 5 filter slots, but stack filter inserter has only 1. This is intendent or not.
- Fri Jan 26, 2018 7:01 am
- Forum: Duplicates
- Topic: [0.16.19] Blueprint - cant open blueprint book
- Replies: 1
- Views: 1119
[0.16.19] Blueprint - cant open blueprint book
1. Press B to open Blueprint menu
2. Try to open blueprint book (right click on it), i can't open it
3. Copy blueprint book to inventory
4. Try to open blueprint book from inventory, everything work ok.
Is it normal behavior?
2. Try to open blueprint book (right click on it), i can't open it
3. Copy blueprint book to inventory
4. Try to open blueprint book from inventory, everything work ok.
Is it normal behavior?
- Thu May 05, 2016 10:39 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 129880
Re: [MOD 0.12.x] AdvancedEquipment_0.5.7
Hello after a long break.
Next update is out there in 1st post.
See change log in 1st post.
Moderator, please move this thread to appropriate place.
Next update is out there in 1st post.
See change log in 1st post.
Moderator, please move this thread to appropriate place.
- Thu May 05, 2016 10:30 am
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 120479
Re: [MOD 0.12.26+] TimeButtons v0.3.2
yes it need to be fixed... will thing about it "gloabal.show_timer". I didn't experienced this "Also when I try to play with my friends with the mod enabled it when one of us dies it gives the "no crafting queue" error and crashes the server." What version of factorio? ...
- Thu Mar 24, 2016 2:34 pm
- Forum: Duplicates
- Topic: [cube] Dedicated Server Map DL Speed
- Replies: 3
- Views: 1926
Re: Dedicated Server Map DL Speed
Got the same problem... I have headleas server with D:10mbps U:10mbps internet speed and max a can get is 2mb.
- Thu Mar 24, 2016 10:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.29] Can't connect to server
- Replies: 1
- Views: 2580
[0.12.29] Can't connect to server
Hello,
When I create fresh new multiplayer game, and then (nothing was build, mined etc.) im trying to connect second player I got this error:
Peacefull mode - false
Latency 33ms
Allow commands - true
P2P Communication - true
When I create fresh new multiplayer game, and then (nothing was build, mined etc.) im trying to connect second player I got this error:
Peacefull mode - false
Latency 33ms
Allow commands - true
P2P Communication - true