Search found 49 matches
- Thu Apr 23, 2020 7:26 am
- Forum: Modding help
- Topic: How to get localised string?
- Replies: 7
- Views: 1357
Re: How to get localised string?
Im really stuck with this. Found that there is a async method: local stringRealName = player.request_translation(realName) returning true. But the answer is never comming. Any idea why? Any tipp to do this syncron? local function entities_translated(event) print("Translated") end script.on...
- Thu Apr 23, 2020 6:58 am
- Forum: Modding help
- Topic: How to get localised string?
- Replies: 7
- Views: 1357
How to get localised string?
Hello,
Im stuck with how to get a localised name of an item.
local realName = game.item_prototypes[itemName].localised_name
gives something like: "item-name.sand"
But how to get the real localised string "Sand"?
Trying to find this out for hours now
Im stuck with how to get a localised name of an item.
local realName = game.item_prototypes[itemName].localised_name
gives something like: "item-name.sand"
But how to get the real localised string "Sand"?
Trying to find this out for hours now
- Wed Apr 22, 2020 10:24 am
- Forum: PyMods
- Topic: How to get rid of spare liquids/gas in early Ammo line?
- Replies: 5
- Views: 1594
Re: How to get rid of spare liquids/gas in early Ammo line?
Hello kingarthur,
thank you a lot for this tipp, found it.
Problem was, that there is no recipiet showing up in FNEI, so we didn't find this.
thank you a lot for this tipp, found it.
Problem was, that there is no recipiet showing up in FNEI, so we didn't find this.
- Wed Apr 22, 2020 9:16 am
- Forum: PyMods
- Topic: How to get rid of spare liquids/gas in early Ammo line?
- Replies: 5
- Views: 1594
Re: How to get rid of spare liquids/gas in early Ammo line?
Did not find something with this name.
Goolge also has no translation for this words.
Our game is a mixture of german / English, seems not everything is transladed.
Can you give me more hint what to look for?
Liquid is "Löschkalk" think it is something like quicklime in english.
Goolge also has no translation for this words.
Our game is a mixture of german / English, seems not everything is transladed.
Can you give me more hint what to look for?
Liquid is "Löschkalk" think it is something like quicklime in english.
- Wed Apr 22, 2020 9:04 am
- Forum: PyMods
- Topic: How to get rid of spare liquids/gas in early Ammo line?
- Replies: 5
- Views: 1594
How to get rid of spare liquids/gas in early Ammo line?
First game into Py. We try to get Ammo production automated (Lead,...) because Biters are overrunning us. There is a white Gas spare (Didnt Remember wich), but because we can not research tanks and also Flare stacks are far far away, we only can build a couple of pipes and deconstruct them again and...
- Thu Apr 09, 2020 5:47 pm
- Forum: Releases
- Topic: Version 0.18.18
- Replies: 52
- Views: 26132
Re: Version 0.18.18
Hi, Love your updates, but the sound of the lasers is an absolutely noGo. Was way better before. Currently we play Warptorio and have a wall out of 250 Lasers. 250 times this glaring piping... only way is to turn off the sound... Please help! Love your game. Best game ever! (Hope this helps to fix t...
- Sun Dec 15, 2019 4:00 pm
- Forum: Modding help
- Topic: Loader that changes items and counts?
- Replies: 3
- Views: 745
Re: Loader that changes items and counts?
Converting is possible this way, but not cunting. Or do I get a trigger how many of which recipie a furnace has done?
- Sun Dec 15, 2019 3:43 pm
- Forum: Modding help
- Topic: Loader that changes items and counts?
- Replies: 3
- Views: 745
Loader that changes items and counts?
Hi, searching for a way to: Pick up items from a belt (like a Loader) and place different items in a chest. I also need to count those converted items by type. Something like a "converting & counting loader". Same in reverse for an unloader. Pick up from a chest and with a condition in...
- Tue Nov 12, 2019 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Decouple UPS / FPS
- Replies: 11
- Views: 2739
Re: Decouple UPS / FPS
You are right - VSync did the trick.
Thanks
Thanks
- Sun Nov 10, 2019 1:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] BUG - Turrets dont show damage correctly
- Replies: 2
- Views: 2241
Re: [Twinsen] BUG - Turrets dont show damage correctly
Thanks for the fix
- Tue Nov 05, 2019 1:25 pm
- Forum: Ideas and Suggestions
- Topic: Decouple UPS / FPS
- Replies: 11
- Views: 2739
Re: Decouple UPS / FPS
It is like mrvn say. I want to speed things up for Seablocks or Spaceblocks. Because sometimes you cant do anything except waiting for hours. There is just no space to build on - until you have landfill. And therefore speeding up the game by x10 oder x20 ist really helpful. Also in the endgame. Rend...
- Mon Nov 04, 2019 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] BUG - Turrets dont show damage correctly
- Replies: 2
- Views: 2241
[Twinsen] BUG - Turrets dont show damage correctly
I have updates for Turret damage +50% and projectile Damage +50%. Former the Damage was something like "5 + 6.x" if i remember correctly. Now the Turret shows only 5 + 2,5. So only one of the damage Multipliers is shown, I think the one of the ammo and the one from the turret not. Hopefull...
- Sun Oct 20, 2019 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Decouple UPS / FPS
- Replies: 11
- Views: 2739
Decouple UPS / FPS
Hello, Unfortunately it sees that UPS and FPS is coupled. Currently my Map take 1ms for the Graphic and 1ms for the Update. So I can at max run the game with 500 FPS/UPS. But 500 FPS does not make any sense - 60 would be more then enough. Rendering echt 10th frame would allow 900 UPS and 60 FPS. So ...
- Sun Oct 20, 2019 12:57 pm
- Forum: Logistic Train Network
- Topic: No Manual for advanced Signals: Coding order of Wagons
- Replies: 3
- Views: 1470
Re: No Manual for advanced Signals: Coding order of Wagons
So if I get your answer right - the Train returns to the same depot name where it starts and not to a random depot?
- Sun Oct 20, 2019 7:38 am
- Forum: Logistic Train Network
- Topic: No Manual for advanced Signals: Coding order of Wagons
- Replies: 3
- Views: 1470
No Manual for advanced Signals: Coding order of Wagons
Hi, I want to have one depot for Fluid wagons and one depot for cargo wagons. Playing Seablocks with bobs, Angels and LTN. Think it is possible with the signal "Coding order of cargo/fluid wagons" (Translated from German, not shure if this is the right text in english). But: I can not find...
- Fri Jul 12, 2019 6:44 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 58486
Re: [MOD 0.15.15+] FNEI Mod
Someone posted a fix:
https://mods.factorio.com/mod/FNEI/disc ... 000cf0c9d3
Thank you, saved my day
https://mods.factorio.com/mod/FNEI/disc ... 000cf0c9d3
Code: Select all
adamj200 - 19 minutes ago
https://mega.nz/#!LGoEUCAS!5lCUe_j5kjRbIAiJcFfs3SIHJKTm4Afwx1mPNrgXt78
Fixed version until the author updates.
- Fri Jul 12, 2019 6:34 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 58486
Re: [MOD 0.15.15+] FNEI Mod
Downgrading to an older version does not work, can not load the map from 17.56 in 17.55 .
Thats bad.
Thats bad.
- Fri Jul 12, 2019 4:36 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 58486
Re: [MOD 0.15.15+] FNEI Mod
Any chance to get FNEI working again with the last patch today?
Seablocks really can't be played without it...
Is there any other mod like FNEI which could be used instead?
Seablocks really can't be played without it...
Is there any other mod like FNEI which could be used instead?
- Sat Jun 22, 2019 3:22 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 387
- Views: 263468
Re: [0.17+] Space Exploration WIP
We played it now to a point, where Multiplayer seems to get buggy.
We have really huge base and Space station.
Ship is now 400 size.
Each time I launch the ship, Multiplayer gets desync.
With a 300 size ship, there was a massive lag, but no desync.
Now with increased size, seems no longer to work.
We have really huge base and Space station.
Ship is now 400 size.
Each time I launch the ship, Multiplayer gets desync.
With a 300 size ship, there was a massive lag, but no desync.
Now with increased size, seems no longer to work.
- Sat Jun 22, 2019 1:13 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 387
- Views: 263468
Re: [0.17+] Space Exploration WIP
At least for undergrond pipes I can confirm this is perfect for fueling up the ship.