Search found 947 matches
- Thu May 18, 2017 6:22 pm
- Forum: Modding help
- Topic: Can't figure out how to access fluidbox
- Replies: 6
- Views: 1723
Re: Can't figure out how to access fluidbox
fluidbox = nil if not fluidbox == nil then evaluates to if not true then which evalautes to if false then And since it is false goes to the else part That's not what happens. According to operator precedence , "not" has higher priority than "==". So in this expression not fluidb...
- Wed May 17, 2017 8:37 pm
- Forum: Modding help
- Topic: Can't figure out how to access fluidbox
- Replies: 6
- Views: 1723
- Sat May 13, 2017 8:06 pm
- Forum: Modding help
- Topic: How to reference entries in data.raw? (locomotive)
- Replies: 3
- Views: 2616
Re: How to reference entries in data.raw?
Have a look at data/base/prototypes/item/item.lua. "diesel-locomotive" got renamed to just "locomotive".
- Fri May 12, 2017 5:45 pm
- Forum: Modding discussion
- Topic: Detecting broken MP mods in 0.15.10
- Replies: 11
- Views: 3945
Re: Detecting broken MP mods in 0.15.10
Oh, so the problem is not how it is deregistered, but when it is registered? Say, if I register on_tick only inside on_built_entity, the game will desync when another player join the game because on_tick is not registered for him? That's why you also check in on_load whether there's stuff to do for...
- Fri May 12, 2017 5:32 pm
- Forum: Technical Help
- Topic: Cannot get windows server to work.
- Replies: 13
- Views: 4522
Re: Cannot get windows server to work.
Spaces in file names work fine if they are properly quoted or escaped. You just need to pass the actual file name instead of some gibberish.
- Thu May 11, 2017 4:42 pm
- Forum: Modding discussion
- Topic: Detecting broken MP mods in 0.15.10
- Replies: 11
- Views: 3945
Re: Detecting broken MP mods in 0.15.10
I think it's only bad if you do it unconditionally. This would break multiplayer as the on_tick handler would run once for the player who just joined but not anyone else.
- Wed May 10, 2017 5:14 pm
- Forum: Technical Help
- Topic: Cannot get windows server to work.
- Replies: 13
- Views: 4522
Re: Cannot get windows server to work.
Okay, just read your first post again. 0.001 Program arguments: "factorio.exe" "--start-server" "C:\Users\Adam\AppData\Roaming\Factorio\saves\ MP.zip" "--server-settings" "server-settings.json set ServerSettingsLocation=D:\Steam\SteamApps\common\Factorio\...
- Wed May 10, 2017 4:20 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44429
Re: Version 0.15.9
I think the "noise effect" in mapview-zoom is way to low now. can i change it somewhere? I often take the mapview for normal and forget to leave it. Would be nice if i could change it to a little bit more. In data/core/graphics/shaders/zoom-to-world.glsl, multiply the return value of getn...
- Tue May 09, 2017 8:40 pm
- Forum: Technical Help
- Topic: Cannot get windows server to work.
- Replies: 13
- Views: 4522
Re: Cannot get windows server to work.
Now there's a double quote missing..."game_password": test",
- Tue May 09, 2017 4:33 pm
- Forum: Technical Help
- Topic: Cannot get windows server to work.
- Replies: 13
- Views: 4522
Re: Cannot get windows server to work.
Put a comma after the closing curly brace of the "visibility" block.
- Sat May 06, 2017 5:40 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal - Application Error (Unable to Access)
- Replies: 6
- Views: 3118
Re: Mod Portal - Application Error (Unable to Access)
Yes, it's been overloaded since the 0.15 update. It's still somewhat usable from time to time.
- Fri May 05, 2017 10:08 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 26104
Re: [MOD 0.14] Automatic Belt (and pipe) Planner v0.10.0
There. A bit rushed, but should be usable again. Current release doesn't know about the increased underground belt length of the recent update yet (that really had to be released today, just when I thought I was done with porting the mod?), making this configurable will take a little more work.
- Thu May 04, 2017 9:08 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 26104
Re: [MOD 0.14] Automatic Belt (and pipe) Planner v0.10.0
I'm a bit short on time at the moment. Looks like a few minor things need to get done besides changing "factorio_version" to "0.15". Should manage to get a release out tomorrow I think.
- Mon May 01, 2017 9:29 am
- Forum: Modding help
- Topic: altering fuel
- Replies: 2
- Views: 847
Re: altering fuel
Access to the data table is only available during the data loading stage, see Data Lifecycle.
You can see how the base game defines fuel values in data/base/prototypes/item/demo-item.lua and item.lua.
During runtime, you can access fuel values via LuaItemPrototype.fuel_value.
You can see how the base game defines fuel values in data/base/prototypes/item/demo-item.lua and item.lua.
During runtime, you can access fuel values via LuaItemPrototype.fuel_value.
- Mon May 01, 2017 8:19 am
- Forum: General discussion
- Topic: command to clear / empty all chest, tank, inventory?
- Replies: 3
- Views: 11430
Re: command to clear / empty all chest, tank, inventory?
LuaControl.clear_items_inside()
Code: Select all
/c game.player.selected.clear_items_inside()
Code: Select all
/c game.player.character.clear_items_inside()
- Sun Apr 23, 2017 9:16 pm
- Forum: Modding help
- Topic: ChunkIterator with next
- Replies: 7
- Views: 2355
Re: ChunkIterator with next
If you use next() on the return value of get_chunks(), you really only get the __self = "userdata: ..." thing out of it. The interesting behavior is implemented using metamethods so it can be used in a generic for . You can turn that into a while loop as mentioned in the manual like f, _, ...
- Fri Apr 21, 2017 6:43 am
- Forum: Modding help
- Topic: Updating graphics of installed mods
- Replies: 4
- Views: 1790
Re: Updating graphics of installed mods
It's generally something like data.raw["type"]["name"].the_thing_you_want_to_change = new_value so in your case maybe data.raw["item"]["iron-chest"].icon = "__newicons__/graphics/icons/iron-chest.png" to do it one by one, or if you have replacement g...
- Tue Apr 18, 2017 6:54 pm
- Forum: Duplicates
- Topic: Trying to place a trainstop makes game crash
- Replies: 3
- Views: 1373
Re: Trying to place a trainstop makes game crash
Time for a bug report.
- Mon Apr 17, 2017 6:48 pm
- Forum: Technical Help
- Topic: [14.22] Dedicated GPU does not activate.
- Replies: 21
- Views: 4623
Re: Cannot start the game.
Are other games working fine?
- Mon Apr 17, 2017 6:16 pm
- Forum: Technical Help
- Topic: [14.22] Dedicated GPU does not activate.
- Replies: 21
- Views: 4623
Re: Cannot start the game.
Provide the log without --force-opengl.