Search found 118 matches

by zer0t3ch
Tue Aug 20, 2013 2:10 pm
Forum: Gameplay Help
Topic: Unavailable Wiki?
Replies: 2
Views: 4070

Re: Unavailable Wiki?

I've got it too, but I'm sure they'll fix it soon.
by zer0t3ch
Mon Aug 19, 2013 2:21 pm
Forum: Not a bug
Topic: [0.6.2] auto update
Replies: 4
Views: 4667

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 ...
by zer0t3ch
Mon Aug 19, 2013 2:19 pm
Forum: Modding help
Topic: Player Health
Replies: 9
Views: 7869

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 ...
by zer0t3ch
Sun Aug 18, 2013 12:13 am
Forum: Modding help
Topic: Player Health
Replies: 9
Views: 7869

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 code ...
by zer0t3ch
Sun Aug 18, 2013 12:10 am
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 58598

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 ...
by zer0t3ch
Sat Aug 17, 2013 10:39 pm
Forum: Gameplay Help
Topic: Disable Creeper Attacks
Replies: 2
Views: 6854

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 ...
by zer0t3ch
Sat Aug 17, 2013 10:37 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 58598

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

Γ„hm 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 the ...
by zer0t3ch
Fri Aug 16, 2013 1:49 am
Forum: Ideas and Suggestions
Topic: User Interaction
Replies: 11
Views: 10783

User Interaction

Is there any plans for buttons/levers so we can have a bit more user interaction?
by zer0t3ch
Wed Aug 14, 2013 11:29 am
Forum: Modding help
Topic: Player Health
Replies: 9
Views: 7869

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 code ...
by zer0t3ch
Wed Aug 14, 2013 12:27 am
Forum: Mods
Topic: [MOD 0.6.x] MoreItems Mod
Replies: 4
Views: 9094

Re: MoreItems Mod

+1

Looks good!
by zer0t3ch
Wed Aug 14, 2013 12:16 am
Forum: Ideas and Suggestions
Topic: Using accumulators for solar power
Replies: 12
Views: 16400

Re: Using accumulators for solar power

suaig wrote:There should be some way to decide the priority of each type of energy source.
+1
by zer0t3ch
Sun Aug 11, 2013 2:41 pm
Forum: Modding help
Topic: Player Health
Replies: 9
Views: 7869

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 ...
by zer0t3ch
Sat Aug 10, 2013 6:17 pm
Forum: Modding help
Topic: Persistant Data
Replies: 6
Views: 4449

Re: Persistant Data

drs9999 wrote:May I ask what advantages you expect when you store your functions in the glob table?
I had no clue what to expect, I just thought that was how you're supposed to do it...
by zer0t3ch
Sat Aug 10, 2013 6:00 pm
Forum: Mods
Topic: [MOD WIP 0.3.2] Inserter Mod
Replies: 17
Views: 22259

Re: [MOD WIP 0.3.2] Inserter Mod

drs9999 wrote:I just noticed that the mod still works, no update requiered :D
In v0.6??? Really? That's amazing.
by zer0t3ch
Fri Aug 09, 2013 1:39 pm
Forum: Modding help
Topic: Items Placed
Replies: 2
Views: 3245

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)
by zer0t3ch
Fri Aug 09, 2013 1:38 pm
Forum: Modding help
Topic: Player Health
Replies: 9
Views: 7869

Player Health

Is there an event for detecting change to the players health, and is there a way to modify the players health?
by zer0t3ch
Fri Aug 09, 2013 1:23 pm
Forum: Ideas and Suggestions
Topic: Run and stamina
Replies: 9
Views: 13640

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. :) Take roller ...
by zer0t3ch
Fri Aug 09, 2013 1:20 pm
Forum: Ideas and Suggestions
Topic: Water walk
Replies: 3
Views: 5546

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 ...
by zer0t3ch
Fri Aug 09, 2013 1:18 pm
Forum: Modding help
Topic: Persistant Data
Replies: 6
Views: 4449

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 ...
by zer0t3ch
Fri Aug 09, 2013 1:17 pm
Forum: Modding discussion
Topic: looking for a team
Replies: 11
Views: 11913

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 ...

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