Search found 118 matches
- Tue Aug 20, 2013 2:10 pm
- Forum: Gameplay Help
- Topic: Unavailable Wiki?
- Replies: 2
- Views: 3755
Re: Unavailable Wiki?
I've got it too, but I'm sure they'll fix it soon.
- Mon Aug 19, 2013 2:21 pm
- Forum: Not a bug
- Topic: [0.6.2] auto update
- Replies: 4
- Views: 4299
Re: [0.6.2] auto update
Nothing serious, just little bit confusing. I had installed version 0.6.2 win x64. At factorio startup I was informed that new version 0.6.4 exists and might be updated, so I confirm update. Download dialog shows downloading version 0.6.3 but after restart 0.6.4 has been installed. That's..... odd.
- Mon Aug 19, 2013 2:19 pm
- Forum: Modding help
- Topic: Player Health
- Replies: 9
- Views: 7098
Re: Player Health
It makes all the sense. Even though we have a lot of access to the base code via the lua stuff, there's still a lot of compiled code in the game that modders can't see, but should be documented. I wonder whether we shouldn't just open the source for the modding part of Factorio. There are calls to ...
- Sun Aug 18, 2013 12:13 am
- Forum: Modding help
- Topic: Player Health
- Replies: 9
- Views: 7098
Re: Player Health
Hm. Does a "Docs" subboard make sense? I would like to discuss how the information in the wiki can be partitioned in more useful parts and have some ideas for that. It should also help to join some users for that job. It makes all the sense. Even though we have a lot of access to the base...
- Sun Aug 18, 2013 12:10 am
- Forum: Mods
- Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
- Replies: 79
- Views: 52570
Re: [MOD 0.6.4] Blueprints V0.6.1
As example I put here the migration script (can be found in data/base/migrations/2013-03-11_Factorio_0..3.0.lua) -- The lua interface changed in many ways, and new version of scripts needs to be loaded. game.reloadscript() if game.isdemo() then return end local forcelist = game.forces for index, it...
- Sat Aug 17, 2013 10:39 pm
- Forum: Gameplay Help
- Topic: Disable Creeper Attacks
- Replies: 2
- Views: 6542
Re: Disable Creeper Attacks
Hi! I saved the game => opened saved game folder => opened control.lua => changed data (i put false instead of true) initattackdata = function() glob.attackdata = { -- whether all attacks are enabled enabled = false, -- this script is allowed to change the attack values attackcount and untilnextatt...
- Sat Aug 17, 2013 10:37 pm
- Forum: Mods
- Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
- Replies: 79
- Views: 52570
Re: [MOD 0.6.4] Blueprints V0.6.1
errr ok i have to delete it every time before i want to play? thats..unfortunate :D Γhm what do you mean?! If you modify any "prototype"-files the changes will not affect savegames. So e.g if you want to reduce the research costs, you can do that, but you have to start a new game to see t...
- Fri Aug 16, 2013 1:49 am
- Forum: Ideas and Suggestions
- Topic: User Interaction
- Replies: 11
- Views: 10203
User Interaction
Is there any plans for buttons/levers so we can have a bit more user interaction?
- Wed Aug 14, 2013 11:29 am
- Forum: Modding help
- Topic: Player Health
- Replies: 9
- Views: 7098
Re: Player Health
Hm. Does a "Docs" subboard make sense? I would like to discuss how the information in the wiki can be partitioned in more useful parts and have some ideas for that. It should also help to join some users for that job. It makes all the sense. Even though we have a lot of access to the base...
- Wed Aug 14, 2013 12:27 am
- Forum: Mods
- Topic: [MOD 0.6.x] MoreItems Mod
- Replies: 4
- Views: 8596
Re: MoreItems Mod
+1
Looks good!
Looks good!
- Wed Aug 14, 2013 12:16 am
- Forum: Ideas and Suggestions
- Topic: Using accumulators for solar power
- Replies: 12
- Views: 14794
Re: Using accumulators for solar power
+1suaig wrote:There should be some way to decide the priority of each type of energy source.
- Sun Aug 11, 2013 2:41 pm
- Forum: Modding help
- Topic: Player Health
- Replies: 9
- Views: 7098
Re: Player Health
You can modify any entity's health. It works as an attribute. for instance game.player.character.health = game.player.character.health + 1 It is a good habit to check whether the character exists (game might be in the god mode for instance). Thanks! :) Out of curiosity, are any of the devs actively...
- Sat Aug 10, 2013 6:17 pm
- Forum: Modding help
- Topic: Persistant Data
- Replies: 6
- Views: 4089
Re: Persistant Data
I had no clue what to expect, I just thought that was how you're supposed to do it...drs9999 wrote:May I ask what advantages you expect when you store your functions in the glob table?
- Sat Aug 10, 2013 6:00 pm
- Forum: Mods
- Topic: [MOD WIP 0.3.2] Inserter Mod
- Replies: 17
- Views: 20808
Re: [MOD WIP 0.3.2] Inserter Mod
In v0.6??? Really? That's amazing.drs9999 wrote:I just noticed that the mod still works, no update requiered
- Fri Aug 09, 2013 1:39 pm
- Forum: Modding help
- Topic: Items Placed
- Replies: 2
- Views: 2826
Items Placed
Is there a way to know what item a player places when they place it?
(onbuiltentity won't work for what I need, unless someone knows how to convert an entity into the itemstack that it came from)
(onbuiltentity won't work for what I need, unless someone knows how to convert an entity into the itemstack that it came from)
- Fri Aug 09, 2013 1:38 pm
- Forum: Modding help
- Topic: Player Health
- Replies: 9
- Views: 7098
Player Health
Is there an event for detecting change to the players health, and is there a way to modify the players health?
- Fri Aug 09, 2013 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Run and stamina
- Replies: 9
- Views: 12726
Re: Run and stamina
Sprints can be a researchable thing, like the armor. In conjunction with the streets I made the suggestion to research roller skates ( https://forums.factorio.com/forum/viewtopic.php?f=6&t=1094&p=7729&hilit=roller+skates#p7729 ) but without streets, this makes of course no sense. :) Tak...
- Fri Aug 09, 2013 1:20 pm
- Forum: Ideas and Suggestions
- Topic: Water walk
- Replies: 3
- Views: 5177
Re: Water walk
@zer0t3ch: What you mean is the border of the water. Indeed it is ground, but the graphics shows it as half ground half water (you can even build on it). What MpPozor meant is, that we already have swallow and deep water. Go into map editor and you will see, that there are 2 types of water. @MpPozo...
- Fri Aug 09, 2013 1:18 pm
- Forum: Modding help
- Topic: Persistant Data
- Replies: 6
- Views: 4089
Re: Persistant Data
That's useful. I've been storing all my functions there! In theory it should work for some simple functions. However it will fail for things like closures and generated functions. You can actually check the file called script.dat in the save directory. It contains the serialized state of the script...
- Fri Aug 09, 2013 1:17 pm
- Forum: Modding discussion
- Topic: looking for a team
- Replies: 11
- Views: 11277
Re: looking for a team
Disabling can't be done in game if the game crashes because of a mod. Game crashing because of such is a bug. No matter the mods the game should not crash. Any incompatible mods should just automatically get disabled as you reach main menu. And for some major errors while playing may cause you to b...