Search found 178 matches
- Sun Apr 19, 2015 4:55 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85487
Re: [0.11.X] Oxygen
Workin on a new modpack and erhh Seems Dystopia + Cursed Don't like your mod :) http://prntscr.com/6vfoxh Seems the item grid is missing an equipment grid :D hope it helps ;) This seems to happen when cursed tries implementing its own armor then dystopia tries and forces an armor slot into it. And ...
- Sun Apr 19, 2015 4:48 am
- Forum: Pending
- Topic: Pipe pictures haven't floating transitions
- Replies: 3
- Views: 5745
Re: Pipe pictures haven't floating transitions
I think this is the result of the combination way the game renders sprites in zoomed in view(you are zoomed in there), and the fact that the pipe sprites are "cut out" to line up exactly pixel for pixel when placed end on in the 1:1 scale view. If i zoom in or out, the same not floating t...
- Sat Apr 18, 2015 11:35 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85487
Re: [0.11.X] Oxygen
New Version (1.3.3)! - Added functionality to gas masks, they reduce oxygen decreasing rate by 50% (since Version 1.3.1). - Oxygen bottles are now filled up if the player keeps near an oxygen dispenser. - New graphics for oxygen dispenser - The changelog is now better formatted and structured, it h...
- Sat Apr 18, 2015 7:55 am
- Forum: Pending
- Topic: Pipe pictures haven't floating transitions
- Replies: 3
- Views: 5745
Pipe pictures haven't floating transitions
Between some pipe pictures are small gaps, that doesnt look rly nice
- Fri Apr 17, 2015 7:23 pm
- Forum: Modding discussion
- Topic: Research queue
- Replies: 2
- Views: 4322
Research queue
Is there a mod that adds a queue to research (that technologies are automatically researched if certain techs are finished) or is there a demand for an appropriate mod?
- Thu Apr 16, 2015 4:01 pm
- Forum: Modding help
- Topic: get armor equipment content
- Replies: 2
- Views: 1152
Re: get armor equipment content
Yes: local grid = game.players[1].getinventory(defines.inventory.playerarmor)[1].grid for i,equipment in pairs(grid.equipment) do game.getplayer(1).print(equipment.name) end https://forums.factorio.com/wiki/index.php?title=Lua/EquimentGrid https://forums.factorio.com/wiki/index.php?title=Lua/Equipm...
- Thu Apr 16, 2015 2:47 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79576
Re: [0.11.X] N.Tech-Chemistry
I've to think about it...but so you have too much sulfur if you not need it...CreeperDaReeper wrote:Instead of having the sulfur removal be its own recipe, why not have it be part of the basic/advanced oil refining recipes?
- Tue Apr 14, 2015 7:28 pm
- Forum: Not a bug
- Topic: Modding: cant use files with same name in different folders
- Replies: 3
- Views: 3944
Re: Modding: cant use files with same name in different folders
I think a more "propper" method to do this would be to forget the data.lua in prototypes/oxygen and prototypes/hydrogen and instead add the following to the main data.lua file. require("prototypes/oxygen/fluid") require("prototypes/oxygen/recipes") require("protot...
- Tue Apr 14, 2015 1:47 pm
- Forum: Modding help
- Topic: Technology Order
- Replies: 5
- Views: 2473
Re: Technology Order
i cant find any alphabetically order in the tech tree. I mean, is there a system that, e.g. group a is for automation, b for logistics and c for defense. I can help you with the last character... The last Character defines the Tier... By the assembling-machines, the first have an "a", the...
- Mon Apr 13, 2015 1:56 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79576
Re: [0.11.X] N.Tech-Chemistry
Hey, this mod is awesome. I was thinking about oil process for long time and I tried to catch what is so bothering in it. And then I looked at this mod and answer appeared -> dependency on iron and copper plates. And this mod solves it in a brilliant way. Good job Natha! Could you explain reasoning...
- Sun Apr 12, 2015 5:02 pm
- Forum: Not a bug
- Topic: Modding: cant use files with same name in different folders
- Replies: 3
- Views: 3944
Modding: cant use files with same name in different folders
I had a problem just now, and it took me forever to fix it. The game said, that 'xxx' was not a recognized ID of recipe, but i've checked, all commas, {}, ID references etc. were correct. The structure of files was like the following: -------------------------------------------- - Mod_0.0.0/ - data....
- Sun Apr 12, 2015 4:40 pm
- Forum: Modding help
- Topic: Trouble with a recipe
- Replies: 2
- Views: 1300
Re: Trouble with a recipe
Diese Meldung kommt, wenn du versuchst, z.B. bei einer Forschung ein Rezept freizuschalten was es nicht gibt oder (ich hab da selber heute ewig dran geknobelt) es gibt gleichnamige LUA-Dateien in verschiedenen Ordnern deiner Mod (keine Ahnung warum das nicht geht). beim Rezept muss das true bei enab...
- Sun Apr 12, 2015 12:02 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79576
Re: [0.11.X] N.Tech-Chemistry
You should split water not only to liquid oxygen, but also hydrogen. Then oil cracking should need hydrogen (as it does IRL) instead of water. Also, maybye some consumable hydrogen fuel cells that would produce massive amount of heat energy to power cars, trains and boilers. Maybye also new plastic...
- Sun Apr 12, 2015 10:28 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 79576
- Sun Apr 12, 2015 5:05 am
- Forum: Modding help
- Topic: get armor equipment content
- Replies: 2
- Views: 1152
get armor equipment content
is there are way to access the content of armor equipment?
- Sat Apr 11, 2015 9:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85487
Re: [0.11.X] Oxygen
New Version is out! Whats new: - Gas mask as armor equipment, but it doesn't work yet because i'm still looking for a possibility to get armor equipment content - Recipe to get oxygen from water and atmosphere (only the last one is new ;)) - Oxygen dispensers show a cloud animation if they dispense...
- Sat Apr 11, 2015 4:11 pm
- Forum: Mods
- Topic: [MOD 0.11.21] Condense Air [ver. 1.0.0]
- Replies: 2
- Views: 4911
Re: [MOD 0.11.21] Condense Air [ver. 1.0.0]
nice mod. Condense air can e.g. used if there are different planet types, e.g. desert planet (see https://forums.factorio.com/forum/vie ... f=5&t=9492)
- Sat Apr 11, 2015 11:17 am
- Forum: Implemented Suggestions
- Topic: sharing blueprints
- Replies: 2
- Views: 1125
Re: sharing blueprints
There is a mod that can handle blueprints like map seeds. They generate a long string which you can distrubute.
- Sat Apr 11, 2015 5:40 am
- Forum: Modding help
- Topic: How to add entries to existing prototype?
- Replies: 7
- Views: 4606
Re: How to add entries to existing prototype?
table.insert must be outside of data:extend({ }), because data:extend is a table and table.insert a command.
- Fri Apr 10, 2015 1:35 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85487
Re: [0.11.X] Oxygen
Sorry for the troubles, why I have commented out the code that handles the players oxygen content?SvenDee wrote:guess there is a new one. oxygen stays on 100% during the whole game
just to let you know. Our next testing session is on sunday.
New version is out