Search found 178 matches

by Natha
Thu Mar 17, 2016 3:50 pm
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 85391

Re: [MOD 0.12.+] Oxygen

Hey! I'm using your mod alongside Bob's Mods and N.Tech Chemistry, and they do make the research chain a bit longer, so it was practically impossible for me to get to Oxygen Refill with the 5 bottles that I spawned with. I used Console to give me new bottles until I researched it, and with it being...
by Natha
Sat Mar 12, 2016 8:42 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79450

Re: [MOD 0.12.+] N.Tech-Chemistry

ok and again, sry for bad English. I have another Problem! I want to craft Rocketfuel! But for this you need Amonia (the first blue on the Picture). I researched the 3 Points for Chemie (The first wich give me grey-red-grey and the Researchpoint with 2 Researchlevel [first give me Methanol second g...
by Natha
Mon Feb 22, 2016 2:02 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79450

Re: [MOD 0.12.+] N.Tech-Chemistry

sry for my bad english, but i have a very big Problem and i hope you can help me. Everywhere on my Map i become Seawater but i need Water to make Carbon. I understand i become water from the Pump but to craft this i need Carbon. What can/must i do? You have to purify the seawater in a chemical plant.
by Natha
Sat Feb 20, 2016 1:30 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79450

Re: [MOD 0.12.+] N.Tech-Chemistry

Szymcypt wrote:I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.
by Natha
Fri Feb 19, 2016 8:23 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79450

Re: [MOD 0.12.+] N.Tech-Chemistry

Is it possible that the mod file that got uploaded is missing a file? I can see "require "util"" in control.lua but no such file seems to exist in the zip file. Also, I think this is what causes some of the recipes to be missing in-game though I'm not fully sure as I'm using a t...
by Natha
Sun Feb 07, 2016 8:24 am
Forum: Modding help
Topic: [0.12.20]Item Order Not Working!!
Replies: 3
Views: 3040

Re: [0.12.20]Item Order Not Working!!

I figured out, that the order strings only work perfectly for technologies. For items and recipes, they doesnt work well. I hope the team will fix it :/
by Natha
Sun Feb 07, 2016 8:16 am
Forum: Gameplay Help
Topic: How does resistence work?
Replies: 3
Views: 11590

Re: How does resistence work?

Taken damage is the lower of: damage - (damage * percentage) damage - decrease [for decrease < damage] or 1/(2 + decrease - damage) [for decrease >= damage] That doesnt work for me. I tested it on a stone furnace with physical 0/60% resistence by shoot it with a basic bullet magazine (2 physical) a...
by Natha
Sat Feb 06, 2016 10:07 pm
Forum: Gameplay Help
Topic: How does resistence work?
Replies: 3
Views: 11590

How does resistence work?

Hi, I tested a few hours to figure out how the resistence works. The wiki entry (from 2014), that it works like: damage - (damage * percentage) - decrease wasnt correct. I tested ingame with changing percentage and decrease, and I couldnt yet figure out the right formula. So, is there someone who kn...
by Natha
Sat Feb 06, 2016 12:28 pm
Forum: Modding help
Topic: How to determine if machine is running?
Replies: 5
Views: 15172

Re: How to determine if machine is running?

Supercheese wrote:It would be resource-intensive, but you could check if the crafting_progress variable has changed lately, if so then crafting has clearly happened, if it hasn't changed at all, then no crafting has happened.
That also doesnt work for mining drills.
by Natha
Sat Feb 06, 2016 8:26 am
Forum: Modding help
Topic: How to determine if machine is running?
Replies: 5
Views: 15172

Re: How to determine if machine is running?

For mining drills there is afaik no method.
Maybe the mining_state property?
by Natha
Fri Feb 05, 2016 10:53 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124754

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Hi, this is a nice mod! Before I found it I was on the verge of doing a similar mod. I have some suggestions (dont know exactly whether they are already proposed): Underground ore generation (like on the earth's surface; with a config file to change the ores generated in subsurface (Bobs Ores mod co...
by Natha
Sun Jan 31, 2016 11:33 am
Forum: Ideas and Suggestions
Topic: Deconstruction on circuit condition
Replies: 1
Views: 6533

Deconstruction on circuit condition

I couldn`t find a similar suggestion...

What about conditional deconstruction? E.g. necessary for mining drills: If a condition is true (0 resources remaining => last FF), then deconstruct the mining drill.
by Natha
Fri Jan 29, 2016 1:25 pm
Forum: Mod and installation managers
Topic: FactorioMods.com an open source web app to host mods!
Replies: 27
Views: 52172

Re: FactorioMods.com an open source web app to host mods!

Just a suggestion, language pack support would be useful. Everyone can upload a language.cfg to any mod, and these files will be shown at the mod's page
by Natha
Sun Jan 24, 2016 8:42 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79450

Re: [MOD 0.12.+] N.Tech-Chemistry

Version 1.5 now released! The mod is now 0.12-compatible and works well with existing savegames. Summary of changes: Added a new production chain (rocket fuel) with new chemical fluids and gases Added some basic gases like carbon dioxide and ammonia New researches New flame thrower recipe (v1.4.0)
by Natha
Sat Jan 23, 2016 7:54 pm
Forum: Ideas and Suggestions
Topic: Modding: Show line number at "error on assignID"-error
Replies: 0
Views: 2065

Modding: Show line number at "error on assignID"-error

I don't know whether there is a similar topic already. But just now, I had my old problem . I wasted many minutes to find the error until I remembered to this old problem. Again and again, as I wanted to start Factorio, three different "assignID"-errors (fluid was missing, recipe was missi...
by Natha
Wed Jan 20, 2016 1:59 pm
Forum: Ideas and Suggestions
Topic: Factorio command line to start a certain modlist
Replies: 7
Views: 17501

Re: Factorio command line to start a certain modlist

My idea: - start a game and select (copy/paste) a script to run and change the mod-list. Oh, I thought you spoke about a start parameter...But changing mods ingame (by enabling/disabling or continuing a savegame) is definitely the best way. Also, the idea with the mod-list is not thought to the end...
by Natha
Wed Jan 20, 2016 12:41 pm
Forum: Ideas and Suggestions
Topic: Factorio command line to start a certain modlist
Replies: 7
Views: 17501

Re: Factorio command line to start a certain modlist

ssilk wrote:Wouldn't it be much better to have commands, that turn mods on/off?
For this method I see no advantage...what if you have multiple Modpacks (like one for multiplayer, and another for singleplayer)?
by Natha
Wed Jan 20, 2016 12:15 pm
Forum: Ideas and Suggestions
Topic: Factorio command line to start a certain modlist
Replies: 7
Views: 17501

Factorio command line to start a certain modlist

Hi, I have a suggestion: It would be pretty cool if there is a possibility to start Factorio with a specific mod-list json file. It could work like that (Batch example): start Factorio.exe --mod-list PATH\mod-list-base.json The path must be the path to a json file like the basic mod-list.json, where...
by Natha
Tue Jan 19, 2016 8:05 pm
Forum: Modding help
Topic: Order string doesn't work
Replies: 3
Views: 7601

Re: Order string doesn't work

Rseding91 wrote:Which version of the game are you using?
0.12.21
by Natha
Mon Jan 18, 2016 3:44 pm
Forum: Modding help
Topic: Any way to control speed of logistic robots?
Replies: 3
Views: 7340

Re: Any way to control speed of logistic robots?

Supercheese wrote:It's under Force, not Entity (due to research affecting robot speed): https://forums.factorio.com/wiki/inde ... d_modifier
AFAIK this modifier is to control speed of all robots. I meant for an unique robot.

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