Search found 118 matches

by zer0t3ch
Fri Aug 09, 2013 1:10 pm
Forum: Translations
Topic: Translating the factorioWiki into Spanish
Replies: 1
Views: 5560

Re: Translating the factorioWiki into Spanish

Thanks! Always good to know the userbase is expanding! :)
by zer0t3ch
Fri Aug 09, 2013 1:04 pm
Forum: Already exists
Topic: More Event Info
Replies: 3
Views: 5181

Re: More Event Info

finally, one quick question, I see in defines.lua something called controllers, (ghost, player, god) how do I change these? (I want to add a godmode) Game already has God mode. All you have to do is start Sandbox scenario from scenarios screen. Also if you wanna add God mode in your custom scenario...
by zer0t3ch
Fri Aug 09, 2013 12:53 am
Forum: Maps and Scenarios
Topic: Story maps by MpPozor
Replies: 21
Views: 26145

Re: Story and challenges maps by MpPozor

All maps/scenarios are accessed through the campaigns menu, and as you can see, this isn't posted in the mods section. ... Way to miss the big button labeled scenario... For that matter, you've apparently never even loaded a map, so would you kindly see your way out? and take that request for modsh...
by zer0t3ch
Thu Aug 08, 2013 8:40 pm
Forum: Already exists
Topic: More Event Info
Replies: 3
Views: 5181

More Event Info

Here's a list of info that I think needs to be added to event calls: onputitem - What item was placed. Maybe return itemstack (like onplayermineditem) onpickedupitem - What item was picked up? (like onplayermineditem) onsectorscanned - Add area generated (like onchunkgenerated) finally, one quick qu...
by zer0t3ch
Thu Aug 08, 2013 8:27 pm
Forum: Ideas and Suggestions
Topic: Water walk
Replies: 3
Views: 5179

Re: Water walk

MpPozor wrote:What about walking in shallow water (light colored water)? It would slow you. It can be helpful. Or not?
You already kind of can. The problem is that adding this would require adding deep water which methinks doesn't exist yet.

See Here
by zer0t3ch
Thu Aug 08, 2013 6:52 pm
Forum: Gameplay Help
Topic: f-mod
Replies: 5
Views: 10999

Re: f-mod

stepka wrote:ah ok thank you for heelp
No problem! :geek:
by zer0t3ch
Thu Aug 08, 2013 6:36 pm
Forum: Mods
Topic: [MOD WIP 0.6.1] Creative mode (inspired by testmode)
Replies: 2
Views: 5991

[MOD WIP 0.6.1] Creative mode (inspired by testmode)

This mod is inspired by testmode by rk84 Before anyone says that I am just straight-up copying testmode, I want everyone to know that I am writing the entire mod from scratch. As for the idea of the mod itself, testmode seems to be aimed a bit more for a modder who wants to easily debug, whereas I'm...
by zer0t3ch
Thu Aug 08, 2013 6:29 pm
Forum: Gameplay Help
Topic: f-mod
Replies: 5
Views: 10999

Re: f-mod

sorry for the bat translation i drop the komplit f-mod in the mod floder than i started the game becam i the error on the srceen Quote Content Tiltle Error while loading prototype " silver-furnace" : No Such Node ( off_animation) f-mod is currently outdated, you can't play with it until e...
by zer0t3ch
Thu Aug 08, 2013 4:48 pm
Forum: Ideas and Suggestions
Topic: Smooth scrolling and walking
Replies: 5
Views: 8595

Re: Smooth scrolling and walking

cube wrote:
zer0t3ch wrote:The range can be changed in the new worldgen.
Nope.

You can change their distance from the starting point and you can make a mod to change their range, but you cannot change their range from worldgen.
Oh, nevermind. I thought that's what he meant by range.... :3
by zer0t3ch
Thu Aug 08, 2013 4:46 pm
Forum: Resolved Problems and Bugs
Topic: New Furnaces
Replies: 3
Views: 1584

Re: New Furnaces

drs9999 wrote:This was fixed in 0.6.1

This might not effect savegames, so can you test it in a new game?

There was a command to force a player recipes, technologies, etc reload, but I forgot it ;)
I will edit the post if I can remeber it
mmk, thanks. I see it's fixed now.
by zer0t3ch
Thu Aug 08, 2013 4:41 pm
Forum: Ideas and Suggestions
Topic: Hotbar
Replies: 3
Views: 6122

Re: Hotbar

It already works exactly as you suggested. Unless you have used the middle mouse button to reserve slots for certain items in which case nothing will me moved over them. First of all, I had no idea about the middle mouse thing, thank you. That'll be useful. :D Second of all, the first thing I menti...
by zer0t3ch
Thu Aug 08, 2013 4:40 pm
Forum: Modding discussion
Topic: looking for a team
Replies: 11
Views: 11287

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...
by zer0t3ch
Thu Aug 08, 2013 2:33 pm
Forum: Ideas and Suggestions
Topic: Smooth scrolling and walking
Replies: 5
Views: 8595

Re: Smooth scrolling and walking

MpPozor wrote:
SilverWarior wrote:Being able to walking instead of running could be helpfull especially in finding enemy weapons range :D
Their range is too big.

It's good idea.
The range can be changed in the new worldgen.
by zer0t3ch
Thu Aug 08, 2013 2:31 pm
Forum: Maps and Scenarios
Topic: A-Maze-ing & Snaketorio
Replies: 7
Views: 17154

Re: A-Maze-ing & Snaketorio

MpPozor wrote:I know. But nothink displayed.
Oh, mmk. Nevermind then... :3
by zer0t3ch
Thu Aug 08, 2013 2:30 pm
Forum: Resolved Problems and Bugs
Topic: New Furnaces
Replies: 3
Views: 1584

New Furnaces

Dunno if you guys know about this or not, but the new furnaces are unlocked from the beginning even though they're not craftable.
by zer0t3ch
Thu Aug 08, 2013 2:29 pm
Forum: Maps and Scenarios
Topic: Story maps by MpPozor
Replies: 21
Views: 26145

Re: Story and challenges maps by MpPozor

Final note on this post: You might want to put a note in the OP about the whole deal being accessed through the campaign menu? Mostly expected it to influence and modify a new game map, as other mods do (that I've seen), so took me a few minutes to figure it out that you were releasing the initial ...
by zer0t3ch
Thu Aug 08, 2013 2:26 pm
Forum: Gameplay Help
Topic: Research stop
Replies: 9
Views: 17647

Re: Research stop

wrtlprnft wrote:I think the “no research” text at the top right should be converted to a button you can click to bring up the research window.

That would avoid the “noob problem” of people who forgot about the tutorial message instructing them to press T.
+1
by zer0t3ch
Thu Aug 08, 2013 2:25 pm
Forum: Ideas and Suggestions
Topic: Run and stamina
Replies: 9
Views: 12743

Re: Run and stamina

I like these ideas, and if you add them to this one the game would get so much nicer! Maybe Shift for sprinting and Control for walking?
by zer0t3ch
Thu Aug 08, 2013 2:23 pm
Forum: Maps and Scenarios
Topic: A-Maze-ing & Snaketorio
Replies: 7
Views: 17154

Re: A-Maze-ing & Snaketorio

MpPozor wrote:Maze - crashed after first message in level 2

Snaketorio - nice work
Usually devs need an error message to know what to fix..... :|
by zer0t3ch
Thu Aug 08, 2013 2:20 pm
Forum: Ideas and Suggestions
Topic: Hotbar
Replies: 3
Views: 6122

Hotbar

When I press the "1" key, the game puts what's in slot 1 in my hand, now here's what I proprose: If you press 1 again, it should put it back, or if you press 2, it should swap what's in my hand with slot 2. Example 1: My Hotbar Looks Like this: X Y I press: 1 1 Hotbar now looks like this: ...

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