Search found 52 matches

by Divran
Sat Dec 12, 2015 2:17 am
Forum: News
Topic: Friday Facts #116 - Strategy Guide
Replies: 58
Views: 44035

Re: Friday Facts #116 - Strategy Guide

Owing to the great effort of all the developers, the open bugs count at the forums is at unbelievable ... wait for it =) ... 3 items.
allow me to add one right now :)
https://forums.factorio.com/forum/vie ... =7&t=18334
by Divran
Sat Dec 12, 2015 2:17 am
Forum: Not a bug
Topic: you never have to recharge robots
Replies: 2
Views: 7019

you never have to recharge robots

If you use a personal roboport, and the port runs out of power, you can hold down right click to pick up the robots around you. When placed in your inventory, they gain full power for free, meaning you can technically power a power armor full of roboports with nothing if you're willing to hold down ...
by Divran
Wed Dec 02, 2015 8:00 pm
Forum: Mods
Topic: EasyPvP
Replies: 6
Views: 17041

Re: EasyPvP

If you try to merge a force which has a disconneted player in it into another force, the server will crash. If anyone has a solution to this, please let me know. Until then, I suggest you don't do that :? Sounds like a bug in the base game, make a bug report for the bugs sub-forum and they will tak...
by Divran
Wed Dec 02, 2015 8:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.19] [cube] If you merge a force with a disconnected player in it, crash
Replies: 1
Views: 4674

[0.12.19] [cube] If you merge a force with a disconnected player in it, crash

Steps to reproduce: 1. Start a server with two players (or a dedicated server with one player, as long as the server stays up after one person leaves). 2. Create a new force. 3. Join that force with one player. 4. That player disconnects. 5. Try to merge that force into any other force. 6. ??? 7. de...
by Divran
Fri Nov 27, 2015 9:50 pm
Forum: Ideas and Requests For Mods
Topic: New Faction Added.
Replies: 11
Views: 20315

Re: New Faction Added.

I made a mod inspired by this thread https://forums.factorio.com/forum/vie ... 94&t=18079
by Divran
Fri Nov 27, 2015 9:50 pm
Forum: Mods
Topic: EasyPvP
Replies: 6
Views: 17041

EasyPvP

EasyPvP Description: Adds a UI that allows players to create forces (teams) in Factorio, and to switch between them whenever they want (by default does not allow players to switch to the biters' force, but you can change this by editing a boolean value in the code). WARNING: I suggest you make sure...
by Divran
Fri Nov 27, 2015 9:35 pm
Forum: Ideas and Requests For Mods
Topic: Better overview which items are most needed
Replies: 2
Views: 6471

Re: Better overview which items are most needed

If you press P you can see an overview of your total production vs consumption. That's enough for me
by Divran
Mon Nov 23, 2015 12:38 pm
Forum: Already exists
Topic: More access to player crafting queue
Replies: 3
Views: 5104

More access to player crafting queue

Hi Would be great if we could have more access to the player's crafting queue, such as a parameter on the player object that returns what they're crafting, and also an event that is called when crafting is started, and possibly another event that is called when each intermediate product is finished....
by Divran
Mon Nov 23, 2015 12:36 pm
Forum: Ideas and Requests For Mods
Topic: Responsive Crafting Queue
Replies: 3
Views: 8196

Re: Responsive Crafting Queue

Thanks for .help()

Created a modding feature request here https://forums.factorio.com/forum/vie ... 28&t=17966
by Divran
Mon Nov 23, 2015 9:54 am
Forum: Won't implement
Topic: Make the API less rigid.
Replies: 27
Views: 22329

Re: Make the API less rigid.

Hi Gmod modder here. Just skimmed this thread and I want to give my input. I love Factorio. It's my new favourite game and I bought it immediately after watching the intro video. The only thing I dislike is the modding. Like you say, it's way too rigid. Everything you do feels like (and most often, ...
by Divran
Mon Nov 23, 2015 9:00 am
Forum: Ideas and Requests For Mods
Topic: Responsive Crafting Queue
Replies: 3
Views: 8196

Re: Responsive Crafting Queue

I would've loved to attempt this, but I don't really know where to get started. I checked the wiki and the functionality required doesn't exist there. Now that doesn't mean it doesn't exist, since they might have forgotten to update the wiki, but there's no way to know if they did. This is because o...
by Divran
Thu Nov 19, 2015 5:06 pm
Forum: Mods
Topic: [0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!
Replies: 23
Views: 38212

Re: [0.11.6]Clean Pipes 0.0.4 - Decide how pipes connect!

I was going to try to make a mod similar to this (as my first try modding factorio), but before I did, I googled and found this mod. So instead, I decided to fix this for the latest version of factorio (0.12.17). Enjoy EDIT: Only problem is, now I don't know what to make instead :/ Also, modding for...

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