Search found 259 matches
- Thu Oct 08, 2015 2:10 pm
- Forum: Modding help
- Topic: Issues with serialization
- Replies: 11
- Views: 8263
Re: Issues with serialization
The thing is though that I did this several times previously and it worked fine It did? In my brief attempts to do that I couldn't get the table entries. And if you use print(entity) in different event handlers, I'm pretty sure they'll output different addressees even if the events happen to same e...
- Thu Oct 08, 2015 5:32 am
- Forum: Modding help
- Topic: Issues with serialization
- Replies: 11
- Views: 8263
Re: Issues with serialization
You can't use entities as indexes. Well... That might be the issue :? . The thing is though that I did this several times previously and it worked fine... And since it would be quite useful in my case I hoped I could get it to work. Also the issue only occurs when loading a save, otherwise it works...
- Wed Oct 07, 2015 10:12 am
- Forum: Modding help
- Topic: Issues with serialization
- Replies: 11
- Views: 8263
Issues with serialization
So, I encountered this problem when I use entities as indexes in a global table and then save the game and load it again it spitts out this error: Error while running deserialisation: [string "do local _={fhed={sd60=400},fluid_powered={},..."]:1: unexpected symbol near '[' I tried everythi...
- Sun Aug 30, 2015 11:51 am
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.8 [0.11.22]
Hi lolman360, Sorry for the long time it took me to answer your question, I didn't have a very good internet access on the summer holiday... :x But actually since for 0.12 I deccided to completely rewrite my mod which is going to take me a good while I'm not sure if I'll manage to do that :(. Of cou...
- Fri Jun 05, 2015 6:09 pm
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.8 [0.11.22]
I just uploaded a quick fix for a bug caused when destroying wagon modules. Just that
- Wed Jun 03, 2015 4:14 pm
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.8 [0.11.22]
Hey, it's me again New version of the mod is uploaded. The main point in this update are modular wagons which I personally find really cool. You can now have a train carrying a roboport or a radar (yes that means you don't have to keep all your tracks in range of radars just to be able to see trains...
- Sun May 31, 2015 7:39 pm
- Forum: Ideas and Suggestions
- Topic: New rail geometry
- Replies: 10
- Views: 7180
Re: New rail geometry
Oh yes please! I need this in the game so bad... Though I can't quite imagine a good way of building tracks when there's so many positions they can be in. I'd still prefer more freedom over inconvenient placing
- Sat May 23, 2015 6:06 am
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.7 [0.11.22]
Thanks for the feedback Takezu, I really appreciate it. You are absolutely right about the speed loss. I'll have a look at it for the next version. For the amount of fluid in any locomotive you can use F5 for now. Though for the future I was thinking about a small GUI just showing the amount of flui...
- Fri May 22, 2015 2:54 pm
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.7 [0.11.22]
Turns out that the problem was with the compression being too high... I just had the settings wrong. Anyway I rezipped it and reuploaded a version that should work. Have fun!
- Fri May 22, 2015 4:19 am
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.7 [0.11.22]
Well i wanted to give your Mod a trie, mostly for the Steamlokomotive that I miss in my train depot. Sadly, Factorio 0.11.22 crash's on startup, saying it's unable to open your info.json --error code 103--. Well that's weird... Didn't happen to me. But I'll try my best to fix that issue. Did you tr...
- Mon May 18, 2015 5:40 pm
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.7 [0.11.22]
Oops, I just noticed a bug that was causing crash when loading a game without the mod previously installed... I uploaded a fix for that
- Fri May 08, 2015 6:03 pm
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.7 [0.11.22]
Hi again, after a while I found some time to do more modding. I updated the mod and added some new stuff. After getting a little confused :? from everyone suggesting a different way of producing the diesel fuel I decided to do it the best way for gameplay (well... for me at least). Hope you find the...
- Thu May 07, 2015 4:00 pm
- Forum: Not a bug
- Topic: [0.11.22]entity.energy behaving weird
- Replies: 3
- Views: 8006
Re: [0.11.22]entity.energy behaving weird
Oh I didn't realize that there was already a post about that. Guess I'll search the bug reports first next time. It kinda annoys me that it works like that though. I don't like those hack-arounds that I have to use now...
- Thu May 07, 2015 9:26 am
- Forum: Not a bug
- Topic: [0.11.22]entity.energy behaving weird
- Replies: 3
- Views: 8006
[0.11.22]entity.energy behaving weird
Ok, I'm pretty sure this is a bug by now. I am too lazy to describe it again so I'll link my older post.
https://forums.factorio.com/forum/vie ... =25&t=9253
https://forums.factorio.com/forum/vie ... =25&t=9253
- Thu May 07, 2015 9:17 am
- Forum: Implemented mod requests
- Topic: A way to connect/disconnect carriages
- Replies: 0
- Views: 2214
A way to connect/disconnect carriages
Hi,
I've been doing some stuff with trains and thought that it would be really cool to make trains able to connect and disconnect automatically but there doesn't seem to be any way of doing it atm.
Thanks
I've been doing some stuff with trains and thought that it would be really cool to make trains able to connect and disconnect automatically but there doesn't seem to be any way of doing it atm.
Thanks
- Thu Apr 23, 2015 12:53 pm
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Re: Rusty's Transportation mod 0.0.5 [0.11.21]
Thanks for the suggestions. I think I'll probably go with making it from petroleum. It just makes more sense to me for some reason
- Fri Mar 27, 2015 6:24 pm
- Forum: Mods
- Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
- Replies: 18
- Views: 26828
Rusty's Transportation mod 0.0.8 [0.11.22]
Hey everybody, Have you ever found yourself in factorio just fooling around with trains instead of playing the game? Me too. That's why I came up with an idea for a mod that would make the train stuff a lot more interesting (+make diesel locomotives run on diesel instead of coal...) and maybe add so...
- Sun Mar 22, 2015 8:13 pm
- Forum: Modding help
- Topic: Entity's Energy
- Replies: 0
- Views: 872
Entity's Energy
I've been messing around with trains lately. I came to a point where I needed to read/set the amount of energy in a locomotive but I found out that the method entity.energy does not work particularly well. If I tried to read the energy it would say either 0 (if the entity had no energy) or some diff...
- Sat Mar 21, 2015 6:19 pm
- Forum: Minor issues
- Topic: [0.11.19] Disappearing cables (cosmetic)
- Replies: 9
- Views: 8230
[0.11.19] Disappearing cables (cosmetic)
So I've noticed this slight issue with big power poles: If you stand about half way between two big poles and zoom in closely, the cable (wire) just disappears (is not rendered, invisible). Interesting is that if you walk closer to the pole it will appear again. I guess it's the poles unloading or s...