Search found 97 matches

by IngoKnieto
Wed Jan 18, 2017 5:25 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 62286

Re: [0.14] Reactors & Atomic Locomotives

Thanks, I figured it out myself by now ;) And including solar panels and accumulators I think the full "power priority list" is this: 1. Solar Panels 2. Base Load Turbines 3. Peak Load Turbines and regular Steam Engines 4. Accumulators Please correct me if I'm wrong... BTW, I read that Factorio v0.1...
by IngoKnieto
Wed Jan 04, 2017 7:13 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 62286

Re: [0.14] Reactors & Atomic Locomotives

.. and with two turbines runnig at full capacity I use 100% of the power. Ok, thanks, understood so far ;) This was actually a bit confusing, the difference between Reactor power output and Reactor power output usage was not clear to me. And could you also maybe clear up one thing regarding the powe...
by IngoKnieto
Tue Jan 03, 2017 11:37 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 62286

Re: [0.14] Reactors & Atomic Locomotives

First of all this mod is awsome :) However I do have one minor issue with my reactor: I have basically build the sample reactor with a few extras to visualize functionality and usage, it smoothly runs around 97% power output (which is by the way visualized by the 10 green lights on the right), but i...
by IngoKnieto
Tue Jan 03, 2017 6:05 pm
Forum: Resource Spawner Overhaul
Topic: Too few biters with RSO?
Replies: 6
Views: 2600

Re: Too few biters with RSO?

Ok, thanks for the info. I tested this with absolute_enemy_chance = 2 and enemy_base_size_multiplier = 10 and I now have a very dangerous outer wildland :D One last question (please): if I destroy the enemy bases in the previously already known areas - will the respawn with the logic of the old valu...
by IngoKnieto
Mon Jan 02, 2017 5:20 pm
Forum: Resource Spawner Overhaul
Topic: Too few biters with RSO?
Replies: 6
Views: 2600

Re: Too few biters with RSO?

Thanks for the info. I don't wan't to have the vanilla spawning, that's a little too much, so I'll go for the settings in the RSO config file. But I suppose it is too late now, changing these settings only has effect in a new game, right?
Is there any way to do this in a running game?
by IngoKnieto
Sun Jan 01, 2017 4:25 pm
Forum: Resource Spawner Overhaul
Topic: Too few biters with RSO?
Replies: 6
Views: 2600

Too few biters with RSO?

I recently started my first game with RSO mod and I am wondering about the biters... I am now over 12 hours in this game, biter evolution is 34%, but there are (in my opinion) very few biter bases around me: rso.png I did not yet have a single attack on my base, although polution only recently sprea...
by IngoKnieto
Sun Oct 09, 2016 11:33 am
Forum: Modding help
Topic: Need help with error in game.oninit
Replies: 8
Views: 815

Re: Need help with error in game.oninit

I was just looking for an easy way, to see the effect of changed recipes in an already built up factory. And just during the test phase of a mod. For example if I double the iron cost of steel, I want to see how my usual production chain behaves. Maybe there's an easier way to do those kind of balan...
by IngoKnieto
Sun Oct 09, 2016 11:22 am
Forum: Technical Help
Topic: Minimize Factorio
Replies: 5
Views: 791

Re: Minimize Factorio

Funny, Alt+Tab or Winkey+D are working, thanks for these ideas. If I press only Winkey I get my taskbar but I still have the factorio window open (fullscreen except for the taskbar). If I click then on any already opened program in the taskbar, or on the "show desktop" icon in the right lower corner...
by IngoKnieto
Sat Oct 08, 2016 6:28 pm
Forum: Technical Help
Topic: Minimize Factorio
Replies: 5
Views: 791

Re: Minimize Factorio

Smarty wrote:do you have factorio in fullscreen?
yes
by IngoKnieto
Sat Oct 08, 2016 3:17 pm
Forum: Technical Help
Topic: Minimize Factorio
Replies: 5
Views: 791

Minimize Factorio

I am not able to minimize Factorio on Windows. I play on Windows 7 64 bit. Anyone else has this issue?

When I hit the windows-key I see my taskbar, but I can't click on any other programs. Sucks, because everytime I want to research soemthing in my browser I have to close the game...
by IngoKnieto
Wed Oct 05, 2016 8:25 pm
Forum: Modding help
Topic: Need help with error in game.oninit
Replies: 8
Views: 815

Re: Need help with error in game.oninit

Thank you for the replies, I found the on_load function now.

However I cannot use it directly, because game.forces doesn't exist at that point. I ended up with a workaround using the on_tick event, see this post: viewtopic.php?f=25&t=32882&p=212737#p212737
by IngoKnieto
Wed Oct 05, 2016 8:16 pm
Forum: Modding help
Topic: how to events.on_load in MP without desync?
Replies: 19
Views: 2055

Re: how to events.on_load in MP without desync?

Huuray it works :) Thank you very much for your detailed explanations Aubergine! I ended up with this code in my control.lua, which very nicely updates recipes or technologies from base game, which I changed in my mod: local trigger_on_load = false local events = {} script.on_load( function() trigge...
by IngoKnieto
Wed Oct 05, 2016 6:56 pm
Forum: Modding help
Topic: how to events.on_load in MP without desync?
Replies: 19
Views: 2055

Re: how to events.on_load in MP without desync?

Thank you for all your replies, but I can't get this to work. This is the complete code from my control.lua: events={} --previous snip pasted here function events.on_load(event) trigger_on_load = true end function events.on_tick() if trigger_on_load then init.initialize() trigger_on_load = nil end e...
by IngoKnieto
Mon Oct 03, 2016 2:05 pm
Forum: Modding help
Topic: how to events.on_load in MP without desync?
Replies: 19
Views: 2055

Re: how to events.on_load in MP without desync?

... So i got a workaround here to make it update on the first tick instead. function events.on_load(event) trigger_on_load = true end function events.on_tick() if trigger_on_load then init.initialize() trigger_on_load = nil end end function init.initialize() step_check_config_changed() end How exac...
by IngoKnieto
Mon Oct 03, 2016 1:00 pm
Forum: Modding help
Topic: Need help with error in game.oninit
Replies: 8
Views: 815

Re: Need help with error in game.oninit

Your code example works when I run it in-game from the console. That definitely helped me a lot for testing my mod, thank you! However you are right, on_init is not called if I load a game where the mod was already enabled. I was going through the LUA API, but it seems like there is no "on_load" eve...
by IngoKnieto
Mon Oct 03, 2016 10:21 am
Forum: Modding help
Topic: Need help with error in game.oninit
Replies: 8
Views: 815

Re: Need help with error in game.oninit

Nevermind, I found it, somehow the END to the for-loops got deleted when I copied the two comands :oops: However now the script is now throwing the error: attempt to index global 'game' (a nil value) Is this related to the changes in version 0.12.11? But script.oninit doesn't work either. I am a lit...
by IngoKnieto
Mon Oct 03, 2016 9:53 am
Forum: Modding help
Topic: Need help with error in game.oninit
Replies: 8
Views: 815

Need help with error in game.oninit

Hi everybody, I am quite new to LUA and I am having trouble with a simple (?) starting script. So far I have successfully created a mod which adds a few new items and recipes and also modifies existing ones. The existing recipes I modified work in a new game, but not in a loaded game, and the Moddin...

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