Search found 831 matches
- 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 ...
- 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...
- 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)...
- 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.
- 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...
- 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...
- Sat Nov 22, 2014 9:08 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 92525
Re: Bug Reports
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.SuperSandro2000 wrote:Can't be fixed due the special functionality of the treefarms.
- 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.
https://forums.factorio.com/forum/vie ... =14&t=4022
But I haven't had the time to make it MP-compatible, though.
- 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.
- 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
- 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...
- 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.
I haven't tested it, but if you can create a new pipe-entity with more than one box it should be relatively simple.
- 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.
- 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
E.g. water with 30°C goes in and water with 60°C goes out.
Dytech uses this to heat lava
- Fri Nov 07, 2014 1:26 pm
- Forum: General discussion
- Topic: Forum: more languages?!.
- Replies: 7
- Views: 3287
Re: Forum: more languages?!.
TYPOGeartwo wrote:factirio[dot]at
- 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
- 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
If I didnt't miss anything following events are affected:
- OnPlayerPickedUpItem
- OnPlayerPreMinedItem
- OnPlayerMinedItem
- OnPlayerBuiltEntity
- OnPlayerRotatedEntity
- 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.
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.
- 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...
- 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.
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.