Search found 177 matches

by Molay
Sat Jul 25, 2015 6:56 pm
Forum: Mods
Topic: [MOD 0.12.x] Harder Energy
Replies: 18
Views: 23389

Re: [0.12.x] Harder Energy

SuicidalKid wrote:Loaded up a barely-powered save with this mod installed. Power completely crashed in 2 minutes flat. 10/10 would freak out again.
Hah, thanks for the generous rating! Looks like the mod pretty much did what is was meant to do :)
by Molay
Mon Jul 20, 2015 8:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Harder Energy
Replies: 18
Views: 23389

[MOD 0.12.x] Harder Energy

Type: Mod Name: Harder Energy Description: Aims to make energy production harder, this includes smelting. All fuels got weaker, and solar power is weaker. Energy failures possible! License: MIT (tl;dr: do whatever you want with it) Version: 1.0.0 Release: 2015-07-20 Tested-With-Factorio-Version: 0.1...
by Molay
Mon Jul 20, 2015 8:26 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

Ahh yes thank you. This is a much cleaner solution. I also didn't know about data-updates.lua. Thanks a lot!
Guess my first mod is done with massive help from other people^^ Great community!
by Molay
Mon Jul 20, 2015 6:54 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

Okay, well I can't seem to find any other ways to change the solar panel settings. If anyone has done this before, how did you do it? Edit: Found a way to do it. Create lua file called entities.lua in prototypes folder, add code: data:extend({ { type = "solar-panel", name = "solar-pan...
by Molay
Mon Jul 20, 2015 6:07 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

Ohhh yes! That makes sense. Thank you very much, it's working for all the fuels now! You're a life-saver^^ For the solar panel production I tried: data.raw.item["solar-panel"].production = "10kW"; but this one doesn't seem to work. Anyways I think I can figure this one out now^^ ...
by Molay
Mon Jul 20, 2015 5:43 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

Here's the message I get:
errormsg.png
errormsg.png (155.49 KiB) Viewed 5532 times
I'll attach you the folder. I do it just as you told me. But it doesn't work for some reason.
I'm not even doing anything fancy. Just the one line to set wood cost. Not even that passes for me...
by Molay
Mon Jul 20, 2015 5:23 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

Thank you, but I had also tried this already. That's the way the marathon mod had it. It doesn't seem to work :( I'll just give up. Thanks though for your help everyone.
by Molay
Mon Jul 20, 2015 3:09 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181057

Re: [0.12.x] RSO Alpha

Thanks!

It worked but I had to replace both instances of "sand" with "sand-resource" as it seems to be that what he calls it. I noticed that sand has no texture though, but I think this has nothing to do with RSO. Anyways, thanks, works just fine after the little adjustment!
by Molay
Mon Jul 20, 2015 2:48 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

I'm really confused. Thank you for your help, but this does not seem to work either. If I do not include my "created clones of items" your command causes an error when loading up the game. If I do include it, then your command seems to pass (maybe because it can't find the item otherwise?)...
by Molay
Mon Jul 20, 2015 12:22 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181057

Re: [0.12.x] RSO Alpha

Hello, Thank you for your great mod. I've only been playing RSO worlds since I discovered this mod, it's awesome! Would it be possible to make a file to support the mod "Homeworld" as found here ? This mod requires "Sand" to operate. Or can someone tell me how to go about impleme...
by Molay
Mon Jul 20, 2015 12:18 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

So I narrowed it down to 3 items. Can someone please look at it and tell me what's wrong with it? It's really short. Please. data:extend({ { type = "item", name = "raw-wood", icon = "__base__/graphics/icons/raw-wood.png", flags = {"goes-to-main-inventory"}, fu...
by Molay
Mon Jul 20, 2015 10:36 am
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

I've been looking it for another 3 hours or so, I'm not quite sure what could be wrong. Can someone please have a look over it? It's a really small mod. It's just one file basically that alters 6 items and 2 buildings. I'd love to get it to work, but there just seems nothing wrong with it. Ingame it...
by Molay
Sun Jul 19, 2015 2:59 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

Re: New item values don't seem to apply ingame?

I started up a new game every time to test the mod. So no old-savegame schenanigans :/ I wonder if I formatted it wrong somehow? I really can't spot what's wrong here. But it does seem to properly load the map, as it tells me when hovering over a piece of wood, coal etc that it's from the mod "...
by Molay
Sun Jul 19, 2015 12:32 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6008

New item values don't seem to apply ingame?

Hello, I dabbled into modding for the first time. I use the Marathon Mod as a blueprint for what I call "HarderEnergy" mod, which only aims to reduce energy values of wood, coal and solid fuel, as well as reduce production from solar panels and capacity of accumulators. It's a very short m...
by Molay
Sat Jul 18, 2015 9:52 pm
Forum: Modding help
Topic: LUA command not working in console (Alien Evolution)
Replies: 5
Views: 2563

Re: LUA command not working in console (Alien Evolution)

This one works:
/c game.player.print( game.map_settings.enemy_evolution.time_factor )

One needs to prefix print with game.player. Thanks for your help! :)
by Molay
Sat Jul 18, 2015 9:43 pm
Forum: Modding help
Topic: LUA command not working in console (Alien Evolution)
Replies: 5
Views: 2563

Re: LUA command not working in console (Alien Evolution)

Thank you very much, worked just fine (I think?). Is there a command to check what the current values are? I'm assuming it accepted the command as it threw no error message, but no confirmation was given either. /c print( game.map_settings.enemy_evolution.time_factor ) Thanks, but this seems to onl...
by Molay
Sat Jul 18, 2015 9:37 pm
Forum: Modding help
Topic: LUA command not working in console (Alien Evolution)
Replies: 5
Views: 2563

Re: LUA command not working in console (Alien Evolution)

Thank you very much, worked just fine (I think?).

Is there a command to check what the current values are? I'm assuming it accepted the command as it threw no error message, but no confirmation was given either.
by Molay
Sat Jul 18, 2015 8:46 pm
Forum: Modding help
Topic: LUA command not working in console (Alien Evolution)
Replies: 5
Views: 2563

LUA command not working in console (Alien Evolution)

Hello there, I was about to start a new game and intended to remove the evolution over time, while increasing the evolution due to pollution. I found the following commands on the wiki, but they seem obsolete: /c game.mapsettings.enemy_evolution.time_factor = 0.000008 * 0 /c game.mapsettings.enemy_e...
by Molay
Sat Feb 21, 2015 4:00 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 72144

Re: Friday Facts #74 - The brainstorming

Heh, the moment I saw the platform I thought "Starcraft". The first one. Oh, the memories... I'm fine with the space ship stage, but rather than it being endgame, how about midgame? So you rescue the colonists, tow their ship to the planet, make planetfall somewhere near your factory (you...
by Molay
Fri Feb 20, 2015 5:25 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 72144

Re: Friday Facts #74 - The brainstorming

I'm very happy with the new direction the endgame has gone. The "get filthy rich" ending really didn't feel good to me, and I was very very disappointed when you announced that. I'm looking forward to this! Question though: We go rescue civilians, but then what? Will we build them a city o...

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