Search found 1065 matches

by ficolas
Sat Mar 29, 2014 7:15 pm
Forum: Ideas and Suggestions
Topic: God mode options in New game
Replies: 6
Views: 2189

Re: Gos mode options in New game

I see your point, and maybe it would be nice to have a option to turn on/off sandbox in the new game menu.
by ficolas
Sun Mar 23, 2014 1:53 pm
Forum: Modding help
Topic: Recipe, which requires 1,000 iron gear
Replies: 15
Views: 6697

Re: Recipe, which requires 1,000 iron gear

or it would only be craftable by hand.
by ficolas
Sun Mar 23, 2014 12:23 am
Forum: Ideas and Suggestions
Topic: Alchemy !
Replies: 11
Views: 4247

Re: Alchemy !

The word alchemy comes from arabic al kimia (al is a prefix) and kimia derivated to quimica (chemistry) so alchemy is basically sn old way of saying chemistry :D

what I mean with that is that it could be added to the game, but not exactly as alchemy, but as medicine or chemistry.
by ficolas
Sat Mar 22, 2014 9:33 pm
Forum: News
Topic: Friday Facts #26 How to satisfy achievers
Replies: 20
Views: 25710

Re: Friday Facts #26 How to satisfy achievers

drs9999 wrote:Need some inspiration? :D

http://www.kongregate.com/games/armorga ... t-unlocked
That was fun but I got stuck at 91 :(
by ficolas
Fri Mar 21, 2014 7:20 pm
Forum: General discussion
Topic: any ideas for a fourth red module?
Replies: 8
Views: 3474

Re: any ideas for a fourth red module?

For having more effects there is the unefficient messy beacon.
by ficolas
Thu Mar 20, 2014 11:00 pm
Forum: Show your Creations
Topic: Linear assembling (3 high)
Replies: 4
Views: 8377

Re: Linear assembling (3 high)

Not that useless! Today I used it in a part of my factory (that screenshot is just a "testing" factory), in a electronic circuit assembler, the wire assemblers are that way, horseshoe factory is more efficient in machines and space, but in the space I had it was better to have it this way.
by ficolas
Thu Mar 20, 2014 9:36 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3847

Re: MoMods Need-help, Force Fields edition.

It says that some variables that store entities are nil, thats why I said him to put the check for it beeing nil.
by ficolas
Thu Mar 20, 2014 9:32 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3847

Re: MoMods Need-help, Force Fields edition.

I have crashed with an error message, cant reproduce the ctd bug...
by ficolas
Thu Mar 20, 2014 7:08 pm
Forum: Modding help
Topic: Noise & Peaks Guide?
Replies: 27
Views: 9465

Re: Noise & Peaks Guide?

Factorio wiki-> auto place
by ficolas
Thu Mar 20, 2014 6:10 pm
Forum: Implemented Suggestions
Topic: Robots to upgrade my base
Replies: 5
Views: 1674

Re: Robots to upgrade my base

+1
Maybe something like an upgrade blueprint, or replace blueprint where you choose a fast replaceable group and a item for it to be replaced?
by ficolas
Thu Mar 20, 2014 5:46 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3847

Re: MoMods Need-help, Force Fields edition.

I have crashed several times for the entity var beeing nil, you are only checking if it is valid, not if it is nol, you also need to check if it is nil I guess but I see no reason for it to turn nil.

Also Im sure you arent using glob tables! At least not in the thing you provided...
by ficolas
Thu Mar 20, 2014 5:01 pm
Forum: Show your Creations
Topic: Linear assembling (3 high)
Replies: 4
Views: 8377

Linear assembling (3 high)

Just a quite useless concept I had the idea to do the other day. Linear assembling (red science packs).jpg With red science packs it was pretty easy, but It will be much harder with higher ones (tier 2 science packs may be able to be done 3 high, but I dont think I can do tier 4 3 high. It runs at t...
by ficolas
Thu Mar 20, 2014 4:35 pm
Forum: Modding help
Topic: Render layer
Replies: 2
Views: 1462

Re: Render layer

Hi, the only places where the render layer are moddable now are decorative + the corpse. We can extend the list, but it would be problematic for some things as they are composed of more pictures from more layers (inserter for example). Ahh... so I guess for inserters we would need to specify two la...
by ficolas
Thu Mar 20, 2014 4:22 pm
Forum: Modding help
Topic: Render layer
Replies: 2
Views: 1462

Render layer

Can I change the render layer of every entity? Im trying to change the render layer of a player entity so it is rendered on top of everything, like logistic bots, but I cant... I have tried with render_layer (because seems more logic to me) and with final render layer (because is what I have seen in...
by ficolas
Thu Mar 20, 2014 4:09 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3847

Re: MoMods Need-help, Force Fields edition.

I cant download it, I get a white screen, are you using the glob table to store the entities?
Edit: Ok just dowloaded it and you are not.

All variables arent saved, only the variables in the global table are saved, so you need to add every var you want to be saved to the glob table (glob.blablabla)
by ficolas
Wed Mar 19, 2014 8:52 pm
Forum: Resolved Problems and Bugs
Topic: Inserters get stuck.
Replies: 3
Views: 5448

Inserters get stuck.

When the amount of items to get stored inside a assembling machine is bigger than what it needs, the inserter gets stuck with the stack size bonus. You need a recipe that needs more items in the buffer than the stack can hold (none in vanilla) ex: the umd in my mod, then put a inserter to insert stu...
by ficolas
Wed Mar 19, 2014 8:45 pm
Forum: Implemented Suggestions
Topic: We need this :)
Replies: 12
Views: 4054

Re: We need this :)

Is some sort of greek fire... And it looks awesome

(I dont think it is like a flamethrower because flamethrowers use gas, and the distance is shorter :3)
by ficolas
Wed Mar 19, 2014 4:59 pm
Forum: Modding help
Topic: Removing a market trade?
Replies: 0
Views: 1877

Removing a market trade?

Is there any way of removing a market trade?
If so how?
If not... maybe you could add it :)?
by ficolas
Tue Mar 18, 2014 7:33 pm
Forum: Implemented mod requests
Topic: Allow mod zip files to have version numbers
Replies: 13
Views: 10333

Re: Allow mod zip files to have version numbers

sparr wrote:good idea, ficolas.

how do you propose handling two zips with the same folder inside them?
Error?
Two versions of the same mod shouldnt exist in the same place.
Or reading the info.json file to see what version is higher.

Go to advanced search