Search found 282 matches
- Mon Nov 02, 2015 2:38 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 418
- Views: 268403
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 and ...
- Sun Nov 01, 2015 2:55 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 42306
Re: Friday Facts #110 - Tech art finished
First one in the one before last row and?JackGruff wrote:
Also, I spy two "rocket defense" icons.
- 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: 13257
Re: [0.12.16] Can't Load Save (File corrupted)
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.Choumiko wrote:Oh, not again..
- Thu Oct 29, 2015 3:16 am
- Forum: Modding help
- Topic: Having difficulty changing the recipe of the T3 assembler
- Replies: 9
- Views: 8946
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.pr...
- Sat Oct 24, 2015 9:27 pm
- Forum: Not a bug
- Topic: [0.12.13]Trains stop after hitting aliens.
- Replies: 1
- Views: 3342
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.
- Fri Oct 23, 2015 7:06 pm
- Forum: Modding help
- Topic: Localised names
- Replies: 6
- Views: 6851
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 w...
- Fri Oct 23, 2015 6:45 pm
- Forum: Modding help
- Topic: Localised names
- Replies: 6
- Views: 6851
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 ...
- Fri Oct 23, 2015 5:33 pm
- Forum: Modding help
- Topic: Localised names
- Replies: 6
- Views: 6851
Re: Localised names
This sux :/ Its not even helpful for print since i would need it to be dynamic not static :/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.
- Fri Oct 23, 2015 5:04 pm
- Forum: Modding help
- Topic: Localised names
- Replies: 6
- Views: 6851
Localised names
Is there a way to get localised name of ie. recipe in control.lua?
- Sat Oct 17, 2015 7:22 pm
- Forum: Not a bug
- Topic: Error Util.cpp:47: No loader found for "rail".
- Replies: 5
- Views: 8995
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.
- Sat Oct 17, 2015 10:40 am
- Forum: Gameplay Help
- Topic: Gun Turret shooting speed.
- Replies: 6
- Views: 12532
Re: Gun Turret shooting speed.
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.bobucles wrote:It is common in games [...] for getting exact measurements on stuff.
- Fri Oct 16, 2015 5:23 pm
- Forum: Releases
- Topic: Version 0.12.11
- Replies: 35
- Views: 48045
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 no...
- Fri Oct 16, 2015 4:05 pm
- Forum: Releases
- Topic: Version 0.12.11
- Replies: 35
- Views: 48045
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 ...
- Fri Oct 16, 2015 3:59 pm
- Forum: Gameplay Help
- Topic: Gun Turret shooting speed.
- Replies: 6
- Views: 12532
Re: Gun Turret shooting speed.
It was. Target switch occured only once during this short clip.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.
- Fri Oct 16, 2015 2:04 pm
- Forum: Releases
- Topic: Version 0.12.11
- Replies: 35
- Views: 48045
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.
- Fri Oct 16, 2015 1:40 pm
- Forum: Releases
- Topic: Version 0.12.11
- Replies: 35
- Views: 48045
Re: Version 0.12.11
Any idea why stuff like 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.
Code: Select all
for i,p in ipairs(game.players) do
- Fri Oct 16, 2015 1:04 pm
- Forum: Technical Help
- Topic: Any changes to game.forces etc?
- Replies: 1
- Views: 4259
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 :/
game.players throws the same error :/
- Thu Oct 15, 2015 9:49 pm
- Forum: Gameplay Help
- Topic: Gun Turret shooting speed.
- Replies: 6
- Views: 12532
Re: Gun Turret shooting speed.
Turret was shooting at half of its normal speed since i only have 30 udp in that save. But still twice as that is not fast :/cartmen180 wrote:gun turrets are op and dispense their ammo a lot faster than on that gif. I don't see the use of laserturrets. I need that powar elsewhere!!
- Thu Oct 15, 2015 5:53 pm
- Forum: Gameplay Help
- Topic: Gun Turret shooting speed.
- Replies: 6
- Views: 12532
Gun Turret shooting speed.
When fully upgraded Gun Turret's shooting speed shows: 10+16/s. So in theory it should use about 2.5 clip per second. I got curious because that gives much higher dps than laser tower and was very disappointed when i saw this: https://gfycat.com/SomeFinishedDuckbillcat. Granted it was recorded with ...
- Mon Oct 12, 2015 12:59 pm
- Forum: General discussion
- Topic: So who are we?
- Replies: 18
- Views: 16439
Re: So who are we?
Your definition of cyborg is wierd then.ssilk wrote:With my definition of a cyborg: why not. We are all cyborgs. :p