Well, that would be the very first time since nearly 2 years that anybodyelse has to fix the mod...
And btw dysoch uses the very same license.
Search found 831 matches
- Thu Jan 08, 2015 5:42 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328566
- Thu Jan 08, 2015 1:39 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328566
Re: [MOD 0.11.6] Treefarm v1.2.6
Currently it's not released under any license. There where some discussions about default-mod-licenses in the past, but I'm still waiting for an official statement. Anyway, I'm probably going to release all new versions under cc-by-nc-nd-4.0 ( http://creativecommons.org/licenses/by-nc-nd/4.0/ ) And ...
- Sat Dec 20, 2014 3:34 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8208
Re: Couple ideas for PvP style YouTube series
Yeah, but the recipes don't get unlocked, the enemy player still has only the basic recipes even with all techs researched. That's why you need to unlock them manually through the consoles. Then you do something differently, because for me it's working as expected... What I did: - start new game - ...
- Sat Dec 20, 2014 1:59 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8208
Re: Couple ideas for PvP style YouTube series
I should have done that before, but I just tested it and everything important seems to work. - started a new game - You can change a players force to enemy (that was confirmed before) - I researched all technologies for (the now) enemy-player via console -> all techs are researched - I switched the ...
- Sat Dec 20, 2014 8:20 am
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8208
Re: Couple ideas for PvP style YouTube series
Just to summarize and see if i got it right: Technically it is possible that player 1 has force.player and player 2 has force.enemy. But player 2 can't research anything and/or his research can't be unloacked via scripts. If one of the points above isn't correct then ignore the rest in this post. Yo...
- Fri Dec 19, 2014 8:35 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8208
Re: Couple ideas for PvP style YouTube series
Sure, but currently it isn't possible that 2 players are in different forces...
- Fri Dec 19, 2014 8:25 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8208
Re: Couple ideas for PvP style YouTube series
In general yes, but in the most basic form (with only the vanilla spawner) it's literally a 3-liner to fix it.
- Fri Dec 19, 2014 7:52 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8208
Re: Couple ideas for PvP style YouTube series
I just got an idea. You could use a mod that allows the player to build enemy spawners. That's actually the basic idea which could be easily expanded, e.g. there could be a spawner for each tier of biter/spitter, spawner could be unlocked via reasearch or after an arbitrary amount of time etc. You m...
- Fri Dec 19, 2014 6:32 pm
- Forum: Modding help
- Topic: Storage tank max size info
- Replies: 23
- Views: 5002
Re: Storage tank max size info
ExactlyL0771 wrote:This?
- Fri Dec 19, 2014 5:51 pm
- Forum: Modding help
- Topic: Storage tank max size info
- Replies: 23
- Views: 5002
Re: Storage tank max size info
Another thing to note, besides normal and weak dependency there are also different loading stages, if you don't want to manually add mod-dependencies. See changelog for 0.11.0 it.
- Fri Dec 19, 2014 4:31 pm
- Forum: Modding help
- Topic: Storage tank max size info
- Replies: 23
- Views: 5002
Re: Storage tank max size info
Dammit I was to slow :D Yes I meant what L0771 said. Oh cool, thanks. One question I have to use this in data.lua? Or can i use it in control.lua because i though that data is not modifiable in scripts? Yes, you have to create the items in data.lua. It's like you said prototypes are read-only once l...
- Fri Dec 19, 2014 1:23 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328566
Re: [MOD 0.11.6] Treefarm v1.2.6
Yes they do. If the values of the base game didn't change in the last few versions, treefarm trees absorb the same amount of pollution than normal trees do.
And for evolution see:
https://forums.factorio.com/wiki/inde ... le=Enemies
I don't change any value here.
And for evolution see:
https://forums.factorio.com/wiki/inde ... le=Enemies
I don't change any value here.
- Fri Dec 19, 2014 1:02 pm
- Forum: Modding help
- Topic: Storage tank max size info
- Replies: 23
- Views: 5002
Re: Storage tank max size info
Well yes, but that isn't working, right?! There is nothing like casting in this context, so if you can't access it that means that you can't access it ;) Anyway, there still exist workarounds like "meta-items". Basically you create generic items in the loading phase which store the values ...
- Thu Dec 18, 2014 10:36 pm
- Forum: Off topic
- Topic: Pat a Mat TV series
- Replies: 7
- Views: 14170
Re: Pat a Mat TV series
I believe that is exactly how I programm
- Thu Dec 18, 2014 10:24 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89135
Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil
I haven't looked into the code, so my guess might be wrong, but it could still happen because of: This is probably due to the inserter entity pickup and dropoff being at {1000000,0} causing it to generate a chunk there. This combined with the new chunk distance check probably is the cause for those ...
- Thu Dec 18, 2014 10:16 pm
- Forum: Modding help
- Topic: Storage tank max size info
- Replies: 23
- Views: 5002
Re: Storage tank max size info
If what L0771 said don't work, then I'm pretty sure that there is no way to do it.
However maybe you want to explain why you need it, there might be other solutions.
However maybe you want to explain why you need it, there might be other solutions.
- Thu Dec 18, 2014 9:35 pm
- Forum: Modding help
- Topic: Migrating Entity Types
- Replies: 3
- Views: 1438
Re: Migrating Entity Types
No one said the last-entity must be the same type of the first. Yes afaik you can use migration script to change types, however if I'm not misleading the new entity has to be renamed. E.g. convert entity "foo"; type "furnace" to entity "bar"; type "chest" is ...
- Wed Dec 17, 2014 12:58 pm
- Forum: Mods
- Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
- Replies: 45
- Views: 58516
Re: [0.11.x - TreeFarm - Addon] AlienPlant
For now I can only ask for more details ;) Which factorio version are you using? Does the normal farm work normally for alien trees? Are the standard trees growing normally (mk1 & mk2 farm)? Could it be that you turned of the mk2 by accident (click in the farm with any item attached to your curs...
- Wed Dec 17, 2014 8:49 am
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 14919
Re: Modpacks - doing it right
I'm going to go with the person who I know is a forum moderator and in contact with the devs, whose word carries actual weight on this. I'm not going to bother with pointless arguing. Well and I quoted a dev ;) @ ssilk I interpret slpwnd 2 posts differently. For me they mean, that yes there has to ...
- Tue Dec 16, 2014 9:35 pm
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 14919
Re: Modpacks - doing it right
- For Factorio the devs said now "You need a license, if not, the http://creativecommons.org/licenses/by-nc/4.0/ is valid." Actually, in the very same thread slpwnd also said: Thanks for the input. So I thought a bit about this. If we require mods to specify licenses then there will be an...