Search found 38 matches
- Sun Jan 14, 2018 6:43 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 17188
[0.16.16] Tile prototype limit (255) too low
Dear devs, i just installed the recently updated mod "Alien Biomes" which adds a bunch of new biome types. Together with Dectorio and Asphalt Roads (both are mods that add new tiles) the following error occured on startup: "Error: Reached id limit for tile. The game can't contain more...
- Wed Sep 20, 2017 6:25 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65750
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Thanks for taking a look at this! I wholeheartedly agree that the API fails to document localisation and its pitfalls in an proper way. EDIT: Hmmm. Actually I see that add_custom_alert lets you use localized strings. Let me see what I can do. If this would lead to localisable flavour-text strings......
- Sun Sep 17, 2017 4:08 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65750
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Hi withers, after some time playing with wear and tear i decided to start working on a german locale. A few days ago i discovered that prefixes like "old", "dilapidated" and so on are hardcoded and the result of some serious amount of string operations. To gain the ability for th...
- Tue Jul 11, 2017 3:39 pm
- Forum: Modding interface requests
- Topic: Customizable render layers for more entities
- Replies: 2
- Views: 1007
Re: Customizable render layers for more entities
Please let me extend the previously mentioned list of entities by constant combinators. Currently, setting the render_layer to "floor" will be ignored by the game for any kind of cc-based entities (like pressure plates or signs). This results in ugly clipping effects, as soon as vehicles d...
- Mon Jun 26, 2017 5:02 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316068
Re: [MOD 0.13.17+] Rampant - 0.15.16
So I can make the worm projectiles spawn a pool of acid or something along those lines which would damage the drones, thoughts? Yeah, something like this would be great! Ofc friendly fire against other biters should be avoided. This will also create decent death traps for Players and their vehicles...
- Sun Jun 25, 2017 1:38 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316068
Re: [MOD 0.13.17+] Rampant - 0.15.16
Hi Veden, thanks for your marvellous mod. It's really cool! I experienced a major issue with worms though. They are completly unable to hit drones like destroyer bots. It seems that their attack has no AOE, and the slightest movement of the target prevents any hit. I dont think this ist the way it s...
- Fri May 12, 2017 6:14 am
- Forum: Not a bug
- Topic: [0.15.10] Weird behaviour using "LuaControl.riding_state"
- Replies: 2
- Views: 947
Re: [0.15.10] Weird behaviour using "LuaControl.riding_state"
Oh ok, thanks for this information.
- Thu May 11, 2017 10:10 pm
- Forum: Not a bug
- Topic: [0.15.10] Weird behaviour using "LuaControl.riding_state"
- Replies: 2
- Views: 947
[0.15.10] Weird behaviour using "LuaControl.riding_state"
Hello devs, i'm not sure if this is a bug or just the outcome of an undocumented change in the lua api, but in version 0.15.10 i suddenly experienced problems with my mod that sets LuaControl.riding_state to achieve automated acceleration of the player's vehicle. Until 0.15.9 it was necessary to set...
- Sun May 07, 2017 6:31 pm
- Forum: Modding help
- Topic: Localized values for string type setting
- Replies: 2
- Views: 928
Re: Localized values for string type setting
What happens if you just pass the key string? allowed_values = {"pda-setting-score-1","pda-setting-score-2","pda-setting-score-3","pda-setting-score-4","pda-setting-score-5","pda-setting-score-6"}, The keys will be interpreted as strings, ...
- Sat May 06, 2017 9:38 pm
- Forum: Modding help
- Topic: Localized values for string type setting
- Replies: 2
- Views: 928
Localized values for string type setting
Hello everyone, does anybody know how i get localized strings to work as values for a string type setting? I want to display an array of allowed values, wich works fine, as long as those values are just "hardcoded" strings: allowed_values = {"Asphalt > Concrete > Stone", "As...
- Sun Apr 30, 2017 2:28 pm
- Forum: Modding interface requests
- Topic: [0.15] Allow tile array for "transition_merges_with_tile"
- Replies: 4
- Views: 1464
Re: [0.15] Allow tile array for "transition_merges_with_tile"
Hi posila,
thanks for your explanations!
That helps me alot, as it was my intention to merge transitions of a set of tiles.
thanks for your explanations!
That helps me alot, as it was my intention to merge transitions of a set of tiles.
- Sun Apr 30, 2017 12:18 pm
- Forum: Modding interface requests
- Topic: [0.15] Allow tile array for "transition_merges_with_tile"
- Replies: 4
- Views: 1464
Re: [0.15] Allow tile array for "transition_merges_with_tile"
Thanks ssilk, i wasn't sure about the right board ;) The new lua parameter specifying the merging of transitions of two different kinds of tiles was initially mentioned in fff-179 . Currently, this parameter accepts only one single string (The name of the tile with which the transitions are merged)....
- Tue Apr 25, 2017 8:42 pm
- Forum: Modding interface requests
- Topic: [0.15] Allow tile array for "transition_merges_with_tile"
- Replies: 4
- Views: 1464
[0.15] Allow tile array for "transition_merges_with_tile"
Dear devs, For me one of the most appreciated 0.15-features is the new possibility for tiles to merge transitions with specified neigbors ("transition_merges_with_tile"). This is really cool! I am going to use this for smoother tile transitions in my asphalt roads mod. Unfortunately, "...
- Tue Apr 25, 2017 7:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.3] Crash on trying to mine tiles in zoomed in map mode
- Replies: 2
- Views: 2212
[0.15.3] Crash on trying to mine tiles in zoomed in map mode
Hello devs, Factorio seems to crash whenever i try to mine some tiles while in zoomed in map mode. Steps for reproduction: 1.: Start a game 2.: Place some stone path (works with every placeable tile) 3.: enter map mode 4.: zoom in and try to mine the tile (holding another tile in cursor) -> crash Lo...
- Sun Apr 23, 2017 3:39 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 141966
Re: Friday Facts #187 - Space science & 0.15 graphics
The refineries at the bottom left are utilizing a new 0.15 recipe - coal liquefication to get more oil for the price of coal. I feel like a pioneer: I have been using coal liquefaction throughout 0.14 :D This will turn coal into something actually useful. Plus you're now independent from big oil de...
- Fri Feb 17, 2017 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [14.22] Crash when loading specific save on: "LogisticCell::disconnectFrom"
- Replies: 3
- Views: 1371
[Posila] [14.22] Crash when loading specific save on: "LogisticCell::disconnectFrom"
Dear devs, i just experienced a reoccuring crash to desktop. I was going to load a game where my character was in a vehicle with equipment grid (using "Vehicle Equipement"-Mod). I also had a bunch of defenders flying. After a few tests, where i had removed some of the mods and parts of the...
- Fri Dec 23, 2016 3:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 17936
Re: [MOD 0.12.x] Pavement Drive Assist
Sillyfly, i enjoyed your mod and even built some sort of highway network in my 0.12 games, which was really cool. But now it seems that this mod is no longer maintained, as there is no update for 0.13 or 0.14. Out of curiosity i started to work on a 0.14-Version of Pavement Drive Assist for personal...
- Sat Dec 03, 2016 2:24 pm
- Forum: Balancing
- Topic: Please use Stone in more recipies
- Replies: 18
- Views: 6831
Re: Please use Stone in more recipies
Using stone as a source of silicon for solar panels would be a huge and better resourse sink than landfilling lakes. I experienced the same issue: You need millions of units of iron and copper ore but the quarries last forever if you dont want fill up every lake you find. The silicon idea was an id...