Search found 831 matches

by drs9999
Fri Nov 28, 2014 11:07 am
Forum: Modding help
Topic: Game player build range
Replies: 2
Views: 1779

Re: Game player build range

If the building range isn't defined on the player-definition, which I believe isn't otherwise you probably wouldn't ask ;) you have to use a workaround. What I could imagine is using the OnPut-event, which doesn't depend on the building-range. So you could do the following in the event: 1) check if ...
by drs9999
Fri Nov 28, 2014 10:55 am
Forum: Implemented mod requests
Topic: Generic electric/fueled entity
Replies: 4
Views: 5083

Re: Generic electric/fueled entity

The workaround should work on all (selectable) entity-types. But like I said that wouldn't block the access to the default gui... For example you want to make a 'treecutter' machine that cuts one tree (in radius of operation) every 2 seconds. Right now you have to: 1) handle creation and destruction...
by drs9999
Fri Nov 28, 2014 9:42 am
Forum: Implemented mod requests
Topic: Generic electric/fueled entity
Replies: 4
Views: 5083

Re: Generic electric/fueled entity

TreeFarm Mk2 has a custom GUI on click... Or so I believed. Yes and no ;) I use a workaround for this, so there is no built-in "onentityclick"-event (I use the "onput"-event and check if it was raised over a specific-entity, so it only works if an item is attached to the cursor)...
by drs9999
Thu Nov 27, 2014 8:26 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92525

Re: Bug Reports

I highly doubt that it has something to do with the mod, because it doesn't add any robot-things.
by drs9999
Sun Nov 23, 2014 9:37 am
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 35879

Re: Ideas & Suggestions

Or if you don't want such changes in your mod, please show, where in code I can change that parameters, for my own hardcore game :) You can adjust the ingredients for the recipies in prototypes/recipies.lua And for the pollution-settings you have to look at the cokery-definition in prototypes/build...
by drs9999
Sat Nov 22, 2014 9:25 am
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 35879

Re: Ideas & Suggestions

Any way to make another treefarm mod hard mode? You will have same things except wood->charcoal is the only step that works with wood, you will not make coal from charcoal and you will not make oil from coal. This should make this good hardmode so you can have resin for other mods that use wood and...
by drs9999
Sat Nov 22, 2014 9:08 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92525

Re: Bug Reports

SuperSandro2000 wrote:Can't be fixed due the special functionality of the treefarms.
That's not true anymore. With Factorio 0.11.x robots could build farms and they would work as expected, I just haven't implemented it yet.
by drs9999
Sat Nov 15, 2014 8:34 am
Forum: Ideas and Requests For Mods
Topic: Idea: mod to allow planning layouts
Replies: 2
Views: 1849

Re: Idea: mod to allow planning layouts

For SP you could use:
https://forums.factorio.com/forum/vie ... =14&t=4022

But I haven't had the time to make it MP-compatible, though.
by drs9999
Sat Nov 15, 2014 8:32 am
Forum: Mods
Topic: [MOD 0.11.x] Planning-Tool-Mod v0.3.0
Replies: 22
Views: 38269

Re: [MOD 0.11.x] Planning-Tool-Mod v0.3.0

Thanks for the offer, I might come back to you. But don't expect anything soon.
by drs9999
Sat Nov 15, 2014 8:27 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92525

Re: Bug Reports

Thx for the report. It was fixed in V1.2.4
by drs9999
Sat Nov 15, 2014 8:26 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328034

Re: [MOD 0.11.3] Treefarm v1.2.4

Just released a fixed version that work with Fatorio 0.11.3 Basically it only contains the bugfix that omagaalpha posted before (thanks for that). Hello. I have made some replacement icons for my own use for the germling. I have however noticed that the icon is cropped smaller than usual. The fertil...
by drs9999
Tue Nov 11, 2014 8:01 am
Forum: Modding discussion
Topic: [Factorio 0.11] Introducing LuaFluidBox (liquid interaction)
Replies: 4
Views: 7390

Re: [Factorio 0.11] Introducing LuaFluidBox (liquid interact

You can use this with all entities that contain at least one fluidbox.

I haven't tested it, but if you can create a new pipe-entity with more than one box it should be relatively simple.
by drs9999
Sun Nov 09, 2014 8:03 am
Forum: Modding help
Topic: Help with changing the temperature of fluids
Replies: 8
Views: 2673

Re: Help with changing the temperature of fluids

Oh mea culpa.. I thought it was possible to specify the temperature of the results in the recipe, but actually it isn't.
by drs9999
Sat Nov 08, 2014 8:20 pm
Forum: Modding help
Topic: Help with changing the temperature of fluids
Replies: 8
Views: 2673

Re: Help with changing the temperature of fluids

You can easily create a recipe that increase the fluid-temperature.
E.g. water with 30°C goes in and water with 60°C goes out.
Dytech uses this to heat lava
by drs9999
Fri Nov 07, 2014 1:26 pm
Forum: General discussion
Topic: Forum: more languages?!.
Replies: 7
Views: 3287

Re: Forum: more languages?!.

Geartwo wrote:factirio[dot]at
TYPO ;)
by drs9999
Fri Nov 07, 2014 11:04 am
Forum: General discussion
Topic: Forum: more languages?!.
Replies: 7
Views: 3287

Re: Forum: more languages?!.

+1 for ssilk's suggestion
by drs9999
Fri Nov 07, 2014 11:03 am
Forum: Resolved Problems and Bugs
Topic: [0.11.1][kovarex] Using mods in sandbox results in ctd
Replies: 3
Views: 1070

Re: [0.11.1]Using mods in sandbox results in ctd

Ah yes that is true.

If I didnt't miss anything following events are affected:
- OnPlayerPickedUpItem
- OnPlayerPreMinedItem
- OnPlayerMinedItem
- OnPlayerBuiltEntity
- OnPlayerRotatedEntity
by drs9999
Fri Nov 07, 2014 7:55 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 120946

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Thanks for the report.
Seems like that the script tries to divide somything by zero.

Could you share a savegame, please? Preferable one in which I have some time to test stuff (like 1min or so) before it crashes.
by drs9999
Thu Nov 06, 2014 10:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1][kovarex] Using mods in sandbox results in ctd
Replies: 3
Views: 1070

[0.11.1][kovarex] Using mods in sandbox results in ctd

I received a bug-report that my mod won't work in sandbox mode, I found that the game crashes if the onBuiltEntity-event is raised. So I did some more tests and ended up with zero code for the event that I use => but it still crashes. EDIT: I believe it crashes because the event-data expects a chara...
by drs9999
Thu Nov 06, 2014 9:53 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92525

Re: Bug Reports

I have to admit that I didn't tested the mod in sandbox.

I was very easy to reproduce it, however I am not able to fix it.
Actually it turns out that not the mod, but factorio itself is the reason for the crash.

I'm going to create a bug-report for it.

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