Maybe you can use somethingelse from here:
https://forums.factorio.com/wiki/inde ... Lua/Player
Search found 831 matches
- Thu Nov 06, 2014 12:22 pm
- Forum: Modding help
- Topic: Number of active players in game
- Replies: 3
- Views: 1193
- 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
32-bit version is required though.
If you want to join here's the evolve link:
https://www.evolvehq.com/recruit/party? ... N-7uKvaxKq
- Wed Nov 05, 2014 11:33 am
- Forum: Not a bug
- Topic: [0.11.1] game.player.selected lost properties
- Replies: 1
- Views: 996
- 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...
- 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...
- 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...
- 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.
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.
- 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).
- 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...
- 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?
- 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
- 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...
- 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
Thanks
- 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...
- 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?
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?
- 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
- 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.
Should be fixed by now.
- 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
- 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!
- 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?