Search found 196 matches
- Tue May 31, 2016 8:51 pm
- Forum: Not a bug
- Topic: [0.12.35] area of event.on_chunk_generated is to big
- Replies: 3
- Views: 1066
[0.12.35] area of event.on_chunk_generated is to big
The area returned by the on_chunk_generated event is to big. It returns an area as follows: area = {left_top = {x = n*32, y = m*32}, bottom_right = {x = (n+1)*32, y = (m+1)*32}} where n and m are chunk coordinates. So for chunk position {0,0} it returns {{0,0},{32,32}}. This is too big, as seen here...
- Tue May 31, 2016 7:22 pm
- Forum: Gameplay Help
- Topic: Pumps, boilers, steam egines and the mystery of hot water
- Replies: 12
- Views: 4379
Re: Pumps, boilers, steam egines and the mystery of hot water
It can even be found in the data files: Factorio\data\base\prototypes\entity\demo-entities.lua, lines 1355-1365: { type = "generator", name = "steam-engine", icon = "__base__/graphics/icons/steam-engine.png", flags = {"placeable-neutral","player-creation&...
- Tue May 31, 2016 10:25 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15078
Re: [MOD 0.12.17+] Combat variations 0.1.0
A few thoughts after using this: I found it effectively impossible to use the explosive shells in cannon turrets, as they end up absolutely wrecking my walls with the splash damage. Is there any possibility of implementing a minimum range for these turrets, so they won't shoot at targets that are t...
- Mon May 30, 2016 6:27 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sort Inventory button
- Replies: 13
- Views: 6500
Re: [MOD 0.12.33+] Sort Inventory button
hummm so opened_self was player inventory opened... not very clear >.< Thanks ! I'll search if it's possible to add the button to the existing inventory gui. At least, I could show the button when inventory is opened, hide it when inventory is closed. and maybe add a configuration screen with a &qu...
- Mon May 30, 2016 4:50 pm
- Forum: Modding help
- Topic: Need help to find a mistake
- Replies: 10
- Views: 2579
Re: Need help to find a mistake
Whoops, I just realized I never did this for my mod. As a side note, you have to add it to each productivity module individually, so something like this for each item: table.insert(data.raw.module["productivity-module"].limitation, "item_name") table.insert(data.raw.module["...
- Mon May 30, 2016 3:38 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sort Inventory button
- Replies: 13
- Views: 6500
- Mon May 30, 2016 3:26 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15078
Re: [MOD 0.12.17+] Combat variations 0.1.0
Don't suppose the ammo inserter will ever support modded ammo? You can support modded ammo by your own. Open control.lua in main folder (use notepad++ to make it very easy). You need to go to line 51, you will see there this function on_build_combat_inserter(inserter) inserter.insert({name = "...
- Mon May 30, 2016 11:39 am
- Forum: Modding help
- Topic: Need help to find a mistake
- Replies: 10
- Views: 2579
Re: Need help to find a mistake
Look at Factorio\data\base\prototypes\item\module.lua
There you see that the modules themselves are limited to certain items. You need to do something like:
There you see that the modules themselves are limited to certain items. You need to do something like:
Code: Select all
table.insert(data.raw.module["productivity-module"].limitation, "your recipe")
- Sun May 29, 2016 10:23 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15078
Re: [MOD 0.12.17+] Combat variations 0.1.0
But they aren't craftable and when you spawn them they are on your force.
- Sun May 29, 2016 1:07 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sort Inventory button
- Replies: 13
- Views: 6500
Re: [MOD 0.12.33+] Sort Inventory button
I'm not sure how game.players[] work, so it could not work in multi, I still have to test it. When someone presses the button, you'll get a player_index. You can put this into game.players[player_index] instead of game.players[1]. You also want to initialise the button with the on_player_created ev...
- Sun May 29, 2016 12:31 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120449
Re: [MOD 0.12.12+] Research queue 1.2.5
Bug Report: Conflict with "Robot Mining Site" (https://forums.factorio.com/viewtopic.php?f=92&t=23521) Posted on Github for Robot Mining Site: https://github.com/judos/robotMiningSite/issues/6 Error when finishing Automation 1 with both mods enabled. whoopsie, my bad. I somewhere rena...
- Sun May 29, 2016 12:06 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15078
Re: [MOD 0.12.17+] Combat variations 0.1.0
I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid, I just learned that the enemies have items that can be used to spawn them, I wasnt aware of this but it makes so...
- Fri May 27, 2016 11:52 pm
- Forum: Modding help
- Topic: Bugs (Due to mods?)
- Replies: 2
- Views: 895
Re: Bugs (Due to mods?)
It's a bug with VehicleSnap mod. Report it to his forum thread.
- Fri May 27, 2016 11:49 pm
- Forum: Gameplay Help
- Topic: Pumps, boilers, steam egines and the mystery of hot water
- Replies: 12
- Views: 4379
Re: Pumps, boilers, steam egines and the mystery of hot water
If a steam engine is not connected to something that needs power, it does nothing. While running, a steam engine makes every liquid put into it vanish at 6 per second. Power is extracted from any liquid heated above 15C. So why not just heat water to any value above 15c and push that into the engin...
- Fri May 27, 2016 11:47 pm
- Forum: Not a bug
- Topic: [0.12.33] math.randomseed( int ) doesn't work/register
- Replies: 5
- Views: 1458
Re: [0.12.33] math.randomseed( int ) doesn't work/register
For anyone else needing a seed-able rng: viewtopic.php?f=96&t=25797
- Fri May 27, 2016 11:45 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12] Mersenne Twister RNG
- Replies: 0
- Views: 2468
[0.12] Mersenne Twister RNG
Type: Mod Name: Mersenne Twister for Factorio Description: Adds a RNG that mods can actually seed! License: CC BY 4.0 Version: 1.0.0 Release: 2016-05-28 Tested-With-Factorio-Version: 0.12.33/34 Category: Lib Tags: RNG, Download-Url: Mersenne-Twister_1.0.0.zip License This work is licensed under the ...
- Thu May 26, 2016 8:09 pm
- Forum: Releases
- Topic: Version 0.12.34
- Replies: 36
- Views: 28242
Re: Version 0.12.34
Wow, I think I missed a few updates.Klonan wrote:Version 01234!
- Thu May 26, 2016 5:13 pm
- Forum: Not a bug
- Topic: [0.12.33] math.randomseed( int ) doesn't work/register
- Replies: 5
- Views: 1458
Re: [0.12.33] math.randomseed( int ) doesn't work/register
Fine! I'll build my own RNG! With blackjack and hookers!
Joking aside, I get the reason and I'll find a solution
Joking aside, I get the reason and I'll find a solution
- Thu May 26, 2016 4:31 pm
- Forum: Not a bug
- Topic: [0.12.33] math.randomseed( int ) doesn't work/register
- Replies: 5
- Views: 1458
[0.12.33] math.randomseed( int ) doesn't work/register
The outputs aren't the same as they should:
- Thu May 26, 2016 12:47 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15078
Re: [MOD 0.12.17+] Combat variations 0.1.0
switches.rar That's pretty neat what you did there. Mind if I borrow this for future versions? I had considered splitting this mod up into several modules or mods (especially the enemies from the rest) but decided against in the end. Hey, you can do what you want. I like to help (if I can) with the...