Hah, thanks for the generous rating! Looks like the mod pretty much did what is was meant to doSuicidalKid wrote:Loaded up a barely-powered save with this mod installed. Power completely crashed in 2 minutes flat. 10/10 would freak out again.
Search found 177 matches
- 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
- 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...
- 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!
Guess my first mod is done with massive help from other people^^ Great community!
- 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...
- 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^^ ...
- 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:
I'm not even doing anything fancy. Just the one line to set wood cost. Not even that passes for me...
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...
- 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.
- 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!
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!
- 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?)...
- 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...
- 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...
- 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...
- 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 "...
- 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...
- 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!
/c game.player.print( game.map_settings.enemy_evolution.time_factor )
One needs to prefix print with game.player. Thanks for your help!
- 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...
- 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.
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.
- 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...
- 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...
- 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...