Search found 285 matches

by oLaudix
Tue Nov 03, 2015 12:55 pm
Forum: Technical Help
Topic: Having 2 installs?
Replies: 7
Views: 12273

Re: Having 2 installs?

Klonan wrote:Yea if use the .exe installer they will both use the same folder, but using the .zip download, it extracts as its own standalone package, no installation required
Oh. I didnt realise that. I thought you were saying about mods in regard to .zip package.
by oLaudix
Tue Nov 03, 2015 2:12 am
Forum: Technical Help
Topic: Having 2 installs?
Replies: 7
Views: 12273

Re: Having 2 installs?

They dont both read from the same folder, they each use a seperate sub-directory for all game files, mods, saves etc.

http://i.imgur.com/tsWqcdP.png http://i.imgur.com/ibaPzDE.png

I always use the zip version, it makes managing and organizing the files easy
Those are game files. Saves and mods ...
by oLaudix
Tue Nov 03, 2015 1:56 am
Forum: Technical Help
Topic: Having 2 installs?
Replies: 7
Views: 12273

Re: Having 2 installs?

Considering the fact that both copies would use "\AppData\Roaming\Factorio\mods\" folder for mods it doesnt really matter, unless you install old mods both.
by oLaudix
Mon Nov 02, 2015 2:38 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 440
Views: 319047

Re: Performance optimization - post your saves

My first time sharing smth via dropbox so im not sure i did it right:
https://www.dropbox.com/s/mrdlfxtf9o3mt3g/oLaudix9_mods.zip?dl=0 - mods
https://www.dropbox.com/s/5novyd5setfui3t/oLaudix9.zip?dl=0 - save
Screen:
http://i.imgur.com/BUvJzRy.png

Its and old save but all mods should be updated ...
by oLaudix
Sun Nov 01, 2015 2:55 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 44926

Re: Friday Facts #110 - Tech art finished

JackGruff wrote:
Also, I spy two "rocket defense" icons.
First one in the one before last row and?
by oLaudix
Sun Nov 01, 2015 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.16] Can't Load Save (File corrupted)
Replies: 10
Views: 13754

Re: [0.12.16] Can't Load Save (File corrupted)

Choumiko wrote:Oh, not again.. :|
I dont think its the FARL issue. I don't have FARL and i still get this error when i load 0.12.15 save game. Strangely enough 0.12.13 save with same mods works fine.
by oLaudix
Thu Oct 29, 2015 3:16 am
Forum: Modding help
Topic: Having difficulty changing the recipe of the T3 assembler
Replies: 9
Views: 9252

Re: Having difficulty changing the recipe of the T3 assembler

You can't print it like that.

You need to use something like this.

/c game.player.print(game.player.force.recipes["assembling-machine-3"].ingredients[1].name)
/c game.player.print(game.player.force.recipes["assembling-machine-3"].ingredients[1].amount)
Moreover:
/c game.player.print(game.player ...
by oLaudix
Sat Oct 24, 2015 9:27 pm
Forum: Not a bug
Topic: [0.12.13]Trains stop after hitting aliens.
Replies: 1
Views: 3457

Re: [0.12.13]Trains stop after hitting aliens.

Its normal behavious for train to stop if it hits big object like behemoth cripper. Player equipped with power armor and enough shields can stop train as well.
by oLaudix
Fri Oct 23, 2015 7:06 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 7063

Re: Localised names

Well, among those file lines of code are three, which are a part of working mod:

a='entity-name.gun-turret'
game.player.print({a})
game.player.print({"",{a}," is destroyed"})
(Even more, in real mod it's concatenation of two localized strings.)

Your code should be like this to work:

for i ...
by oLaudix
Fri Oct 23, 2015 6:45 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 7063

Re: Localised names

i would need it to be dynamic not static :/
You didn't actually look at the wiki page, did you?
Or is my definition of dynamic different from your?
Its impossible to do:
for i,ingredient in pairs(recipe.ingredients) do
local a = ingredient.name
game.player.print({"entity-name.a"})
end
or any ...
by oLaudix
Fri Oct 23, 2015 5:33 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 7063

Re: Localised names

Adil wrote:game.player.print method converts the lua name to localised. It is even capable of concatenating those.
They're probably inaccessible other way.
This sux :/ Its not even helpful for print since i would need it to be dynamic not static :/
by oLaudix
Fri Oct 23, 2015 5:04 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 7063

Localised names

Is there a way to get localised name of ie. recipe in control.lua?
by oLaudix
Sat Oct 17, 2015 7:22 pm
Forum: Not a bug
Topic: Error Util.cpp:47: No loader found for "rail".
Replies: 5
Views: 9254

Re: Error Util.cpp:47: No loader found for "rail".


[*] Modding

Replaced entity type "rail" with types "straight-rail" and "curved-rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants.

Recent changes to the game broke mods what have anything to do with rail.
by oLaudix
Sat Oct 17, 2015 10:40 am
Forum: Gameplay Help
Topic: Gun Turret shooting speed.
Replies: 6
Views: 13130

Re: Gun Turret shooting speed.

bobucles wrote:It is common in games [...] for getting exact measurements on stuff.
I see. So it might be similar issue as modded Assembling Machines. 2 bad, since I wanted to replace my laser turrets with gun turrets.
by oLaudix
Fri Oct 16, 2015 5:23 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 50051

Re: Version 0.12.11


Let me know over there if you run into any issues.

I was thinking about putting in in on_init but I was just trying to understand why is it not working. Neverthless what I like about this update is that i can finally listen to ambience music without hearing all those AMs making noise while doing ...
by oLaudix
Fri Oct 16, 2015 4:05 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 50051

Re: Version 0.12.11

This is probably in the on_load method. And yes, this was exactly the goal, to disable the access to the game object in this event. There is no good reason for it, and it brings only possible toruble.
If you want to do some migration, you can use the event on_configuration_changed
So the last line ...
by oLaudix
Fri Oct 16, 2015 3:59 pm
Forum: Gameplay Help
Topic: Gun Turret shooting speed.
Replies: 6
Views: 13130

Re: Gun Turret shooting speed.

bobucles wrote:Gun turrets have some lag when switching between targets, since they use simulated swivel turrets.

Make sure it's fully unloading on a big'n before recording.
It was. Target switch occured only once during this short clip.
by oLaudix
Fri Oct 16, 2015 2:04 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 50051

Re: Version 0.12.11

Then can someone tell me how can i fix error in line 22 of Module Inserter mod? Because i have no clue how those changes affected that part of code.
by oLaudix
Fri Oct 16, 2015 1:40 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 50051

Re: Version 0.12.11

Any idea why stuff like

Code: Select all

for i,p in ipairs(game.players) do
suddenly throws error that 'game' is nil value after the update? Its the only thing that breaks my mods now and I don't really know why.
by oLaudix
Fri Oct 16, 2015 1:04 pm
Forum: Technical Help
Topic: Any changes to game.forces etc?
Replies: 1
Views: 4389

Any changes to game.forces etc?

game.forces.player stopped working. I didnt notice any changes to in changelog but game.forces.player throws error "attempt to index global 'game' (a nil value)" :/
game.players throws the same error :/

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