Search found 413 matches

by dee-
Sat Feb 21, 2015 8:25 am
Forum: Modding help
Topic: Recipe woes
Replies: 6
Views: 1754

Re: Recipe woes

Oh, I am so blind... must have skipped it because of the name. Thanks! :) Edit: the code line local oItemToCrackRecipe = data.raw.recipe[cargItemToCrackName] gives me: Error while running the event handler: __barter__/control.lua:164: attempt to index global 'data' (a nil value) what did I do wrong?
by dee-
Fri Feb 20, 2015 9:05 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 64490

Re: Friday Facts #74 - The brainstorming

I already use this method but each time, I'm thinking about why they didn't do bots that take items. Maybe I'm just a little frightened the devs lose the overall focus when doing those extra-thingies that (for me) have no real use and which can already be accomplished ingame without those extra-thi...
by dee-
Fri Feb 20, 2015 7:49 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 64490

Re: Friday Facts #74 - The brainstorming

You won't end up with forgotten chests if you pick them up for reuse afterwards. Even easier: don't rely on the logistics network (small orange area) but on the construction "network" (larger green area): place a chest, stuff it, then order deconstruction. The bots will come along and tak...
by dee-
Fri Feb 20, 2015 7:23 pm
Forum: Modding help
Topic: Recipe woes
Replies: 6
Views: 1754

Re: Recipe woes

I think all the data you want is in data.raw.recipe. It might be easier to walk that table after it is built to construct your item cracking list. [edit] Ignore me. It looks like the data you want is in all three places. I already have the "cracking" working: --[[! Contains the central lo...
by dee-
Fri Feb 20, 2015 7:09 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 64490

Re: Friday Facts #74 - The brainstorming

logistic trash area in player's inventory - get rid of things you don't need by sending them to the logistic system Place an active provider chest, put stuff inside, pick it up after empty. And end up with random, forgotten chests chests throughout the base. Bots can deliver things, why not let the...
by dee-
Fri Feb 20, 2015 5:33 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 64490

Re: Friday Facts #74 - The brainstorming

Molay wrote:Question though: We go rescue civilians, but then what?
Then we mine them for resources and build cyborgs and zombies and muahaha :twisted: :twisted: :o
by dee-
Fri Feb 20, 2015 5:08 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 64490

Re: Friday Facts #74 - The brainstorming

I don't quite get what those three points are needed for. logistic trash area in player's inventory - get rid of things you don't need by sending them to the logistic system Place an active provider chest, put stuff inside, pick it up after empty. personal construction robots - speedup of later game...
by dee-
Fri Feb 20, 2015 1:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Could sleep more
Replies: 9
Views: 2932

Re: [0.11.15] [kovarex] Could sleep more

Okay, with 0.11.16 already built belts from the older savegame are still not sleeping. Should they?
by dee-
Fri Feb 20, 2015 8:25 am
Forum: Modding help
Topic: Recipe woes
Replies: 6
Views: 1754

Recipe woes

Hi, I'm currently trying to implement some kind of recycler which takes items and cracks them into their components. Then cracks these again until whitelisted or "raw" items (wood, ore) without a recipe are found. Now that 0.11.16 is finally here ^^ I tried out LuaRecipe.ingredients . As d...
by dee-
Wed Feb 18, 2015 5:16 pm
Forum: Releases
Topic: Version 0.11.15
Replies: 58
Views: 58473

Re: Version 0.11.15

- find the savegame - IMPORTANT: make backup - unzip the file - open "level.dat" in the editor - change the fifth byte from 0F (=15) to 0E (=14) - save - zip everything again (make sure the folder structure stays the same) - cross fingers :) It's not just "level.dat", but also &...
by dee-
Wed Feb 18, 2015 4:32 pm
Forum: Releases
Topic: Version 0.11.15
Replies: 58
Views: 58473

Re: Version 0.11.15

http://i.imgur.com/eMR74X0.png with which program do you use to open this file? I can't find one I used wxHexEditor , it's free, portable and crossplatform. - find the savegame - IMPORTANT: make backup - unzip the file - open "level.dat" in the editor - change the fifth byte from 0F (=15)...
by dee-
Wed Feb 18, 2015 3:42 pm
Forum: Releases
Topic: Version 0.11.15
Replies: 58
Views: 58473

Re: Version 0.11.15

Image
by dee-
Sun Feb 15, 2015 10:13 pm
Forum: Pending
Topic: [0.11.15] Same items spread across multiple storage chest
Replies: 3
Views: 5195

Re: [0.11.15] Same items spread across multiple storage ches

If a chest with robots in it gets other items it can fill it and then it would start putting new robots in a different chest. I never saw any chest have two different item types in them. And neither of these two bot chests could have gotten full as I don't have enough bots flying around to fill one...
by dee-
Sun Feb 15, 2015 10:04 pm
Forum: Mods
Topic: [MOD 0.10.x] Barter mod [v0.8.1]
Replies: 18
Views: 15084

Re: [MOD 0.10.x] Barter mod [v0.8.1]

I'm currently updating the core code to be compatible with 0.11.x, bot-awareness and other fixes.
If Xecutor accepts the changes there will be a new version (it's ready at my desktop).
MP testers sought.
by dee-
Sun Feb 15, 2015 7:19 pm
Forum: Mods
Topic: [MOD 0.10.x] Barter mod [v0.8.1]
Replies: 18
Views: 15084

Re: [MOD 0.10.x] Barter mod [v0.8.1]

Okay, I fiddled around with the mod and, as nice as the idea is, it's in a quite broken state and needs serious attention. I am a total LUA noob and have 0.01% knowledge of the factiorio LUA API but I still figured those things out: - not blueprint compatible. Placing/removing with bots results in i...
by dee-
Sun Feb 15, 2015 1:04 pm
Forum: Mods
Topic: [MOD 0.10.x] Barter mod [v0.8.1]
Replies: 18
Views: 15084

Re: [MOD 0.10.x] Barter mod [v0.8.1]

Hm, I experienced this:

Image
by dee-
Sun Feb 15, 2015 12:05 pm
Forum: Pending
Topic: [0.11.15] Same items spread across multiple storage chest
Replies: 3
Views: 5195

[0.11.15] Same items spread across multiple storage chest

I was under the impression storage chests work this way: Storage chests - Things only end up here under two circumstances. First, bots will empty active provider chests into storage if there are no requesters that need those things. Second, construction bots will take stuff that they dismantle to st...
by dee-
Sat Feb 14, 2015 6:29 pm
Forum: Mods
Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
Replies: 64
Views: 68779

Re: [MOD 0.11.x] Pocket Bots. Construction bots for your poc

While I won't use the mod (95%-vanilla is my style) I always get goosebumps seeing that epic preview pic "kapow! outpost done!". Congratulations, great stuff :D
by dee-
Sat Feb 14, 2015 11:54 am
Forum: News
Topic: Friday Facts #69 - Sympathy for the creeper
Replies: 34
Views: 30941

Re: Friday Facts #69 Sympathy for the creeper

You can see the point of view of Albert this time: https://www.factorio.com/blog/post/fff-69 This is what I first thought when I saw the game, you're playing as an genocidal alien invader who pillages a planet for its resources, and massacres the natives to skin them for your leather pillows. And t...
by dee-
Sat Feb 14, 2015 11:46 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Crash, unknown why
Replies: 4
Views: 1335

[0.11.15] Crash, unknown why

Due to problems with autosave I disabled it and played for around three hours (with some intermediate manual saves). Then suddenly it crashed - unexpected to me. I was mining some run-dry extractors and their belts on a copper field into inventory, nothing unusual, and I've done this some minutes be...

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