Search found 831 matches

by drs9999
Thu Nov 06, 2014 12:22 pm
Forum: Modding help
Topic: Number of active players in game
Replies: 3
Views: 1193

Re: Number of active players in game

Maybe you can use somethingelse from here:
https://forums.factorio.com/wiki/inde ... Lua/Player
by drs9999
Wed Nov 05, 2014 6:28 pm
Forum: Multiplayer
Topic: Anyone want to play?
Replies: 9
Views: 7487

Re: Anyone want to play?

I'm currently looking for 1 (maybe 2) people who wants to play a bit. I'm using evolve and from germany.
32-bit version is required though.

If you want to join here's the evolve link:
https://www.evolvehq.com/recruit/party? ... N-7uKvaxKq
by drs9999
Wed Nov 05, 2014 10:24 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
Replies: 122
Views: 86172

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Yeah, custom GUIs cause desyncs Well, they only create desyncs if a gui is visible while a player tries to join. In-game you can use them and it won't cause desyncs. At least that's what I observed while running some tests. I postponed my more gui-heavy mods because of the issue, but made an except...
by drs9999
Wed Nov 05, 2014 8:57 am
Forum: Mods
Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Replies: 66
Views: 64287

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Config options for SP are fine, but probably cause MP-Issues. From my observations factorio only checks for enabled modnames & versions when starting/continuing a MP-game. So if 2 people use the same mod and version, but different configs the game would start fine, but it will result in a desync...
by drs9999
Wed Nov 05, 2014 8:41 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
Replies: 122
Views: 86172

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Actually I meant the notice directly under the dl-link for treefarm. Note: In general the mod works in SP & MP. However there is a GUI related bug that appears if a player joins while another player uses the custom UI of the mk2 field. If you avoid this situation it works fine. Sorry I thought t...
by drs9999
Tue Nov 04, 2014 9:49 pm
Forum: Implemented Suggestions
Topic: disable replaysaving for MP
Replies: 11
Views: 4609

Re: disable replaysaving for MP

The dummy-mod-method should work in mp as well.

So basically you create an empty mod, share it with your companions, start a mp-game with it, save, deactivate mod, load, success. Didn't tested it though.

Needless to say I would prefer an official solution for that.
by drs9999
Tue Nov 04, 2014 9:42 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
Replies: 122
Views: 86172

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

I played(well more tested than played) a mp with treefarm and we didn't encounter any desyncs (as long as you follow the gui-related advide I gave).
by drs9999
Tue Nov 04, 2014 9:35 pm
Forum: Ideas and Requests For Mods
Topic: Underground wires
Replies: 13
Views: 6980

Re: Underground wires

Would it not be easier to just add electrification to the belts, so in fact a standard conveyor belt with build in (underground) cables? Much easier to make and it keeps a clean look. From users point of view - probably. From modders point not that hard but I wouldn't call it easy. Why not add anot...
by drs9999
Tue Nov 04, 2014 9:26 pm
Forum: Multiplayer
Topic: Max players?
Replies: 14
Views: 34583

Re: Max players?

Has anyone actually tested/know how much data is tranfered while in-game without the pre-game map-transfer and or desyncs?
by drs9999
Tue Nov 04, 2014 6:24 pm
Forum: Implemented Suggestions
Topic: [0.11] gates should be placeable over walls
Replies: 4
Views: 1409

Re: [0.11] gates should be placeable over walls

He has to work to earn cash to buy new furniture because they took everything with them :D
by drs9999
Tue Nov 04, 2014 6:21 pm
Forum: Modding discussion
Topic: [Factorio 0.11] Introducing LuaFluidBox (liquid interaction)
Replies: 4
Views: 7390

[Factorio 0.11] Introducing LuaFluidBox (liquid interaction)

Factorio 0.11.x expands the oppertunities how mods can interact with fluid. I want to give you a short explanation what's new or was changed. First off the getliquid() method is gone. You now gain read/write access via the someEntity.fluidbox, where fluidbox is a table Each table-entry represents al...
by drs9999
Tue Nov 04, 2014 4:14 pm
Forum: Gameplay Help
Topic: Is there a way to enable/disable cmds in-game
Replies: 2
Views: 1137

Re: Is there a way to enable/disable cmds in-game

Doh.. stupid me. Tested loaded the save in singleplayer only and forgot that you can change the settings again when you load/continue a mp-game...

Thanks
by drs9999
Tue Nov 04, 2014 4:01 pm
Forum: Mods
Topic: [0.11.x] Power-Switch-Mod v0.2.0
Replies: 31
Views: 35423

Re: [0.11.x] Power-Switch-Mod v0.2.0

Indeed! So I came up with this (not so useful) setup: http://www11.pic-upload.de/04.11.14/ccsmlw1d2s6n.png The left And-Switch* controls the power for the 2 inserters in the blue circles. So if there are less than 30 iron-plates in the chest between the assembling-machines it will transmit power. Th...
by drs9999
Tue Nov 04, 2014 2:55 pm
Forum: Gameplay Help
Topic: Is there a way to enable/disable cmds in-game
Replies: 2
Views: 1137

Is there a way to enable/disable cmds in-game

Question is in the title.

I wanted to test some stuff in-game and loaded an old mp-savegame, so I don't have to start from scratch.
Unfortunally using commands was disabled when the game was started. So is there a way to enable them again?
by drs9999
Tue Nov 04, 2014 2:41 pm
Forum: Releases
Topic: Version 0.11.1
Replies: 118
Views: 94511

Re: Version 0.11.1

btw. congrats to >50k Factorians :D
by drs9999
Tue Nov 04, 2014 11:49 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 121073

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

Ok besides the bug reported above I found a few more.

Should be fixed by now.
by drs9999
Mon Nov 03, 2014 5:15 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 121073

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.1

Ok I believe I fixed the reported bugs. However the mod is singleplayer only for now. There is a custom GUI related bug when it comes to multiplayer that results in a desync and as you might noticed the mod is heavily GUI-based ;)
by drs9999
Mon Nov 03, 2014 4:40 pm
Forum: Mods
Topic: [0.11.x] Power-Switch-Mod v0.2.0
Replies: 31
Views: 35423

Re: [0.11.x] Power-Switch-Mod v0.2.0

Ok. Tested and confirmed that it worked in MP!
by drs9999
Mon Nov 03, 2014 3:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Multiplayer mod GUIs broken
Replies: 9
Views: 4363

Re: [0.11.1] Multiplayer mod GUI weirdness

Could you also attach the version with the workaround, please?

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