Yes
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?
Search found 831 matches
- 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
- 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...
- 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 ...
- 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.
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.
- 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...
- 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 ...
- 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
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
- 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:
and disable(), respectively
Code: Select all
local recipelist = glob.player.force.getrecipes()
recipelist["iron-plate"].enable()
- 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
But i still believe that something what you want is possible with the given possibilities
- 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...
- 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-...
- 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 ...
- 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...
- 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.
Its is also a nice idea, maybe with a second set of markers. One set for copy+paste one for cut+paste.
- 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...
- 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 ...
- 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 ...
- 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...
- 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
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
- 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 ...