Search found 831 matches

by drs9999
Thu Mar 14, 2013 9:26 am
Forum: Resolved Problems and Bugs
Topic: [Resolved] 0.2.10 german translation caused crash
Replies: 10
Views: 6252

Re: [Not a bug] 0.2.10 german translation caused crash

Yes :D

So I guess the reason why some files are displayed correclty some arent in the windows-editor is the fact that some translators used a windows editor and some used a different os-editor?
by drs9999
Thu Mar 14, 2013 9:09 am
Forum: Resolved Problems and Bugs
Topic: [Resolved] 0.2.10 german translation caused crash
Replies: 10
Views: 6252

Re: [Not a bug] 0.2.10 german translation caused crash

I edited my previous post while you writing your answer...
by drs9999
Thu Mar 14, 2013 8:57 am
Forum: Resolved Problems and Bugs
Topic: [Resolved] 0.2.10 german translation caused crash
Replies: 10
Views: 6252

Re: 0.2.10 german translation caused crash

hmm...strange.. now it is working fine for me, too. But anyway the specific files ( de/item-names.cfg for example) still looks messed up. I will change the subject into "not a bug" EDIT: to specify what I mean every other language will show me a list with the translations when i open them ...
by drs9999
Thu Mar 14, 2013 8:48 am
Forum: Modding help
Topic: hiding crafting recipes from player
Replies: 11
Views: 11364

Re: hiding crafting recipes from player

Ok thanks. Now it should be absolutly clear.

Also I can just advise anyone to read the control.lua files of the missions ( can be found into the data/campaigns/.. folders)
You can find very useful stuff in them that arent explained at the wiki,yet.
by drs9999
Thu Mar 14, 2013 8:31 am
Forum: Modding help
Topic: hiding crafting recipes from player
Replies: 11
Views: 11364

Re: hiding crafting recipes from player

I don't think that would do what he was asking for. Correct me if i'm wrong but wouldn't .disable() prevent even the assembling machines from using them (since they have the recipe list of their creator)? Yes yxou are right they disable() do this. But then I think that I gave him a good explanation...
by drs9999
Thu Mar 14, 2013 8:25 am
Forum: Implemented Suggestions
Topic: Belt gates
Replies: 4
Views: 7996

Re: Belt gates

what about a siphon inserter? it would work like an inserter + scoop so instead of picking and dropping it scoops everything up and moves it to the other side, to work well it'd have to be side selectable i.e. left/right/center and then an advanced version that filters same as advanced inserters I ...
by drs9999
Thu Mar 14, 2013 8:04 am
Forum: Resolved Problems and Bugs
Topic: [Resolved] 0.2.10 german translation caused crash
Replies: 10
Views: 6252

Re: 0.2.10 german translation caused crash

Nope,it isnt working.
I made a complete redownload and the specific files are messed up.

I forgot to say that I refer to the 32-Bit Windows *.zip package. maybe this is the only version which includes this
by drs9999
Thu Mar 14, 2013 7:57 am
Forum: Modding help
Topic: hiding crafting recipes from player
Replies: 11
Views: 11364

Re: hiding crafting recipes from player

or use:

Code: Select all

  local recipelist = glob.player.force.getrecipes()
  recipelist["iron-plate"].enable()
and disable(), respectively
by drs9999
Wed Mar 13, 2013 9:07 pm
Forum: Implemented mod requests
Topic: In progress for 0.3.0
Replies: 7
Views: 9023

Re: In progress for 0.3.0

Yes your absolutly right this can not work.
But i still believe that something what you want is possible with the given possibilities
by drs9999
Wed Mar 13, 2013 9:00 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49657

Re: [MOD WIP 2.0.10] Blueprints!!!

Ah got it. I am thinking about a pop-up-message "You will need 100 Bots to finish this build" before you set the target area and something like "Only 80 Bots returned. 20 were stucked in walls" after finishing. And the number of bots that is needed depends on the size of the area...
by drs9999
Wed Mar 13, 2013 8:49 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328042

Re: [MOD 0.2.10] Treefarm

You can define recipe-categories. every recipe is allocated to one category and last but not least every machine that is able to produce something is allocated to one categorie as well. The vanilla-version of the game only have the categories "crafting" and "smelting". the stone-...
by drs9999
Wed Mar 13, 2013 7:48 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328042

Re: [MOD 0.2.10] Treefarm

nothing really bad will happen than. I guess 2 fields that ovelapping each other in some point wont be as effective as 2 seperated ones, but to be honest I didnt test that over a longer period. I just checked if this will cause an error or samething and that wasnt the case ;) Maybe see it as a game ...
by drs9999
Wed Mar 13, 2013 7:14 pm
Forum: Mods
Topic: [MOD WIP 0.6.x] Cobra Commander mod
Replies: 49
Views: 30180

Re: [MOD WIP 0.2.10] Cobra Commander mod

Oh boy.. I got it! :D recipelist = glob.player.force.getrecipes() recipename ={} for k, recipe in pairs(recipelist) do recipename[k]=recipe.name glob.player.print(recipename[k]) end this little baby saves all itemnames in recipename{}. so this will only work for items that have a recipe BUT it work...
by drs9999
Wed Mar 13, 2013 7:07 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49657

Re: [MOD WIP 2.0.10] Blueprints!!!

So you mean cut+paste instead of copy+paste?

Its is also a nice idea, maybe with a second set of markers. One set for copy+paste one for cut+paste.
by drs9999
Wed Mar 13, 2013 7:00 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328042

Re: [MOD 0.2.10] Treefarm

from what point of view are you asking? how the code work, or how you can use them in-game? for the first one, just look into the code. It contains a lot of comments ( as compared to other code I wrote :D ) And for the second. Its quiet simple. craft a field, place it and wait... After some time tre...
by drs9999
Wed Mar 13, 2013 6:48 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49657

Re: [MOD WIP 2.0.10] Blueprints!!!

Hmm... buts than its simple cheating then :D My future plans ( after the next factorio update) are that you will need the same entities that should be copied in your inventory to be able to copy them. So if you want to copy a setup that consist of 3 assembly machines, 2 inserters and a wooden chest ...
by drs9999
Wed Mar 13, 2013 6:35 pm
Forum: Modding help
Topic: How do I use game methods? or destroy?
Replies: 49
Views: 19110

Re: How do I use game methods? or destroy?

Its game.setalwaysday(true); (or false of course). The command is used in level 1 of the demo. there is also other useful stuff like game.getdaytime() etc. and to use destroy just type entity.destroy() I used the function in my treefarm mod to "harvest" the trees. maybe it is more cleraly ...
by drs9999
Wed Mar 13, 2013 3:38 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49657

[MOD 0.8.x] Blueprints V0.6.4 OBSOLETE

http://imageshack.us/a/img27/3306/gs31.png Features: - Save your factory setups and paste them everywhere you want - Build Transport-Belt or Rail Bridges and travel over water - Automatically remove large forests or structures without lifting a finger - Create large miningsites alternative to minin...
by drs9999
Wed Mar 13, 2013 12:43 pm
Forum: Implemented Suggestions
Topic: Button to delete savegames
Replies: 2
Views: 4670

Button to delete savegames

I guess the subject speaks for itself ;)
A delete-button next to the load and cancel buttons on the load-screen would be nice in my opinion. Same for custom scenarios

Cheers
drs
by drs9999
Wed Mar 13, 2013 10:15 am
Forum: Resolved Problems and Bugs
Topic: [Resolved] 0.2.10 german translation caused crash
Replies: 10
Views: 6252

[Resolved] 0.2.10 german translation caused crash

I am not sure if this is a bug or it is just the result ofmillions of cope+paste processes of the game-folder, but if I choose german as game-language I am not able to start the game again. Reason for that is that all language-files (except gui; gui-map-generator) are messed up. It would be nice if ...

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