Search found 85 matches
- Wed Sep 02, 2015 1:30 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Initial Map Scan
- Replies: 33
- Views: 35711
Re: [MOD 0.12.x] Initial Map Scan
FYI, you can read the map settings in LUA. game.surfaces["nauvis"].map_gen_settings Check it out. For the starting area value, you can use game.surfaces["nauvis"].map_gen_settings.starting_area It will return "none", "very-small", "small", "medi...
- Tue Sep 01, 2015 7:45 pm
- Forum: Mods
- Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
- Replies: 26
- Views: 62218
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Very, very good mod. Absolutely mandatory. However, none of the recipes are Productivity module compatible. Huh... i quite literally copied the original prototype definitions, so I thought it should just work the same. I guess Productivity Modules have their own whitelist... I will have a look at t...
- Tue Sep 01, 2015 2:05 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141229
Re: [MOD 0.12.x] Modular Armor Revamp
For showing the fuel usage for the burner generator/fusion generator, what about creating a custom "weapon" that doesnt fire (or fires no ammo REALLY slowly for no range or damage)but only accepts the fuel as its ammo (or a custom "fuel insertion cell" or something you can quickl...
- Sun Aug 30, 2015 5:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.5] Multiplayer cannot load downloaded map
- Replies: 3
- Views: 2227
Re: [0.12.5] Multiplayer cannot load downloaded map
The map on the server might have been corrupted, due to a bug I believe involves Circuit Conditions (see this thread)
- Sun Aug 30, 2015 5:12 am
- Forum: Multiplayer
- Topic: [Public/Europe] Dedicated Server
- Replies: 331
- Views: 138340
Re: [Public/Europe] Dedicated Server [0.12.5/Bob's mods]
The map on the server might have been corrupted, due to a bug I believe involves Circuit Conditions (see this thread)
- Sun Aug 30, 2015 5:07 am
- Forum: Resolved Problems and Bugs
- Topic: 0.12.5 Reproducible crash on interacting with Smart Inserter
- Replies: 6
- Views: 5363
Re: 0.12.5 Reproducible crash on interacting with Smart Inserter
I am having the same issue, though for me it is actually with changing ANY of the devices with circuit conditions. In my case, it was both a Smart Inserter a Small Pump, and a Lamp. Doesnt matter if I change to a static value or a different signal. The moment I hit "Set" it will cause a de...
- Sat Aug 29, 2015 6:13 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40707
Re: [MOD 0.12.5+] Robotic Combinators
What is difference between this mod and Logistic Combinators? Robotics Combinators reads statistics from the Logistics Network, like the current robot counts, and outputs them to the Circuit Network so people can work with them. Logistic Combinators reads the value of the items chosen from the actu...
- Sat Aug 29, 2015 5:58 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 158911
Re: [MOD 0.12.x] Evolution Factor Indicator
Is it possible to add an option for showing Pollution Effects (what biters start spawning and when) are active? or maybe a flashing(color changing) "alert" when you reach the point that certain effects kick in? I think yes, if I understand your request correctly: you'd like to see somethi...
- Sat Aug 29, 2015 5:49 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40707
Re: [MOD 0.12.5+] Robotic Combinators
You can also use the LuaLogisticNetwork to read logistic contents (and modify them) - which you could use in your other mod until that functionality is added to the base game at some future point :) Your thinking of Logistics Combinators, which is not actually my mod. Its GopherATL's, though his co...
- Sat Aug 29, 2015 4:08 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40707
Re: [MOD 0.12.5+] Robotic Combinators
That was fast :D I'm glad you like the LuaLogisticNetwork (and LuaLogisticCell). It's been something I've wanted to add for a while and finally just decided to do it the other day :) It's always satisfying to see new parts of the API actually get used (and used correctly). I was working on this mod...
- Sat Aug 29, 2015 3:29 am
- Forum: Ideas and Requests For Mods
- Topic: Robots in network detector
- Replies: 1
- Views: 3659
Re: Robots in network detector
Until the 0.12.5 release this was not possible short of slowing your game to a crawl every second.
But as of 0.12.5, they added the scripts in. Hence I could finish my mod that does this.
[MOD 0.12.5+] Robotic Combinators
Enjoy!
But as of 0.12.5, they added the scripts in. Hence I could finish my mod that does this.
[MOD 0.12.5+] Robotic Combinators
Enjoy!
- Sat Aug 29, 2015 2:54 am
- Forum: Mods
- Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
- Replies: 26
- Views: 62218
[MOD 0.12.X] GDIW - Gah!DarnItWater!
Type: Mod Name: GDIW Description: Gah!DarnItWater! For those who keep getting annoyed at water inputs.... License: The MIT License For future versions, you can find this on the Mod Portal https://mods.factorio.com/mods/DaCyclops/GDIW Version: 1.1.2 Release: 2016-03-26 Tested-With-Factorio-Version: 0...
- Sat Aug 29, 2015 2:20 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40707
[MOD 0.12.11+] Robotic Combinators
Type: Mod Name: Robotic Combinators Description: Adds combinators for reading Robotic statistics to circuit network. License: The MIT License Version: 0.3.6 Release: 2016-04-06 Tested-With-Factorio-Version: 0.12.20 Category: New Item Tags: circuit network, robots Download-Url: https://github.com/DaC...
- Fri Aug 21, 2015 12:24 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 158911
Re: [MOD 0.12.x] Evolution Factor Indicator
Is it possible to add an option for showing Pollution Effects (what biters start spawning and when) are active? or maybe a flashing(color changing) "alert" when you reach the point that certain effects kick in?
- Mon Aug 17, 2015 3:59 am
- Forum: Multiplayer / Dedicated Server
- Topic: [linux] Dedicated server init script
- Replies: 115
- Views: 116246
Re: [linux] Dedicated server init script
This has made running Factorio on a small footprint linux box much easier for a person like me with minimum linux knowledge (and not wanting to waste 1Gig of memory on WindowsOS). one thing to note: Your implementation of the Updating via Narc's script, if it finds multiple updates, it will only app...
- Tue Aug 11, 2015 1:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 42716
Re: [Mod 0.12.x] Logistic Combinators
I won't be distributing a mod that I wouldn't recommend people use, and unless some fundamentally different way to determine the active bot count is found, this falls firmly in that set. Sorry But is it possible to make the "Outpost Chest"? I need to check the robots of my outposts ... so...
- Tue Aug 11, 2015 7:07 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 42716
Re: [Mod 0.12.x] Logistic Combinators
That would be great when you look at it. Maybe this helps https://forums.factorio.com/forum/viewtopic.php?f=96&t=13855 But i need it only for the aktiv Logistic System ... not all. For my outposts i make the same and deliver robot when they need. Well how about that, your asking the exact same ...
- Mon Oct 13, 2014 1:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Deconstruction planner vs lamps
- Replies: 4
- Views: 1412
Re: [0.10.12] Deconstruction planner vs lamps
Just tested myself and could replicate it, along with some other deconstruction happenings. I would guess that the moment something is flagged for Deconstruction it is "Frozen" - It no longer does updates to its state. In the case of transport belts, it means they stop moving. Pipes stop t...
- Mon Sep 22, 2014 11:59 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73276
Re: [0.10.x] Factorio Maps
Oh Wow. This is getting so much better. I'm going to have to run it on my home world tonight. If they would put in the request for toggling ALT info on screenshots, this would be near perfect.
- Mon Sep 22, 2014 5:02 am
- Forum: Ideas and Suggestions
- Topic: Upgradeable Solar panels & Accumulators
- Replies: 5
- Views: 1995
Re: Upgradeable Solar panels & Accumulators
Considering it is the "Basic Accumulator", I am guessing they have that in the back of their plans to make an "Advanced Accumulator", but its not important yet...