Search found 178 matches
- 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...
- 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...
- 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.
- 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
Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.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?
- 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...
- 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 :/
- 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...
- 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...
- 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?
That also doesnt work for mining drills.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.
- 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?
Maybe the mining_state property?
- 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...
- 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.
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.
- 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
- 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)
- 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...
- 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...
- 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
For this method I see no advantage...what if you have multiple Modpacks (like one for multiplayer, and another for singleplayer)?ssilk wrote:Wouldn't it be much better to have commands, that turn mods on/off?
- 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...
- 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
0.12.21Rseding91 wrote:Which version of the game are you using?
- 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?
AFAIK this modifier is to control speed of all robots. I meant for an unique robot.Supercheese wrote:It's under Force, not Entity (due to research affecting robot speed): https://forums.factorio.com/wiki/inde ... d_modifier