Search found 337 matches
- Thu Aug 13, 2015 6:33 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Equivalent Exchange
- Replies: 45
- Views: 54981
Re: [MOD 0.12.3] Equivalent Exchange
I'm looking forward to this, EE for MC was awesome, my favorite mod i think. Just don't make it too overpowered :) If i knew anything about modding I'd love to help since it might grow big but unfortunately i don't... I'll drop ideas once in a while though. Good luck for now :) Thanks, great new th...
- Thu Aug 13, 2015 10:22 am
- Forum: Mods
- Topic: [MOD 0.12.X] Equivalent Exchange
- Replies: 45
- Views: 54981
Re: [MOD 0.12.3] Equivalent Exchange
I just added the wiki page, link is in the post
- Tue Aug 11, 2015 6:01 pm
- Forum: Modding help
- Topic: crafting catagory 0.12.3
- Replies: 4
- Views: 2779
Re: crafting catagory 0.12.3
What do you mean by grep -r category * at the start?johanwanderer wrote:Look under data/base/prototypes/categories/recipe-categories.lua
Code: Select all
grep -r category * ... categories/recipe-category.lua: type = "recipe-category", -snip-
so, is it possible to make my own catagory then?, if so, how?
- Tue Aug 11, 2015 5:18 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Equivalent Exchange
- Replies: 45
- Views: 54981
Re: [MOD 0.12.3] Equivalent Exchange
should be up right now.Airat9000 wrote: screen
- Tue Aug 11, 2015 3:12 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Equivalent Exchange
- Replies: 45
- Views: 54981
[MOD 0.12.X] Equivalent Exchange
Type: Mod Name: Equivalent exchange Description: Adds Energy Matter Currency. the very essence of everything in existence. License: http://choosealicense.com/licenses/mit/ Version: 1.0.0 Release: 2015-08-11 Tested-With-Factorio-Version: 0.11.22(0.0.1 only) & 0.12.X Category: Other/vanilla+ Tags:...
- Tue Aug 11, 2015 11:02 am
- Forum: Modding help
- Topic: crafting catagory 0.12.3
- Replies: 4
- Views: 2779
crafting catagory 0.12.3
hey,
I am looking into creating a new crafting category for my mod, it currently adds 140 recipes and will eventually add more than 300, but looking into the main game code i can't for the life of me figure out how to create a new category. anyone suggestions?
I am looking into creating a new crafting category for my mod, it currently adds 140 recipes and will eventually add more than 300, but looking into the main game code i can't for the life of me figure out how to create a new category. anyone suggestions?
- Mon Aug 10, 2015 6:33 pm
- Forum: Modding help
- Topic: no such node name when name is given [0.11.22] solved
- Replies: 3
- Views: 1908
Re: no such node name when name is given [0.11.22]
The ingredients also is using the variable EMC instead of a string "EMC," so unless you're defining that as a variable somewhere, that could be the problem? indeed, however it was weird that the error didn't state the mistake was in the ingredients. I did make a mistake in the defining of...
- Mon Aug 10, 2015 4:50 pm
- Forum: Modding help
- Topic: no such node name when name is given [0.11.22] solved
- Replies: 3
- Views: 1908
no such node name when name is given [0.11.22] solved
hello, Whilst making sure my mod (which is almost done for initial release:)) was working in 0.11.22(my current version) before updating i came pas this wierd problem: I gives an error at 2% of loading, at says: error while loading recipe prototype "emctenthoussand" (recipe: No such node (...
- Sat Jul 18, 2015 7:02 pm
- Forum: Modding help
- Topic: Question on Own recipe catagory and how they are setup
- Replies: 2
- Views: 1662
Re: Question on Own recipe catagory and how they are setup
Satis wrote:Never mind, I found out how they were linked together by looking over all the lua files.
hey good man, please. for the sake of all the forum users and me, who came over this and wanted to know the same. How was this actually linked?
- Thu Jul 16, 2015 12:26 pm
- Forum: Gameplay Help
- Topic: Things you misunderstood when you were noob, and mistakes
- Replies: 15
- Views: 13996
Re: Things you misunderstood when you were noob, and mistakes
A general mistake is to fail to grasp the scale. As per my earlier post, failing to imagine how many tens of Steam Engines an endgame factory will have. Also in MP in particular, perhaps, failure to communicate to less experienced players about the need for space, so that for instance they might as...
- Thu Jul 02, 2015 7:32 pm
- Forum: Modding help
- Topic: does not contain key oninit [fixed]
- Replies: 2
- Views: 3063
Re: does not contain key oninit
prg wrote:Maybe try game.oninit instead.
darn, thats lik extremely stupid, thanks for the heads up!
- Thu Jul 02, 2015 7:14 pm
- Forum: Modding help
- Topic: does not contain key oninit [fixed]
- Replies: 2
- Views: 3063
does not contain key oninit [fixed]
So when creating a mod I am wrinting I came across this wierd errormessage: __modname__/control.lua:7: LuaGameScript doesn't contain key oinit. (this happens when creating a new map and loading a already existing map.) But every piece of info I have read about this subject uses this. This is a code ...
- Thu Jun 18, 2015 10:45 am
- Forum: Maps and Scenarios
- Topic: [WIP] new story idea for scenario. [ex.trading]
- Replies: 1
- Views: 8443
[WIP] new story idea for scenario. [ex.trading]
[wip] This will be my first factorio scenario, for now this will be the main thread. Although I might eventually change to a new thread. As said this will be my first scenario, I want to make it possible to trade with the "aliens' that might even get some new AI or textures to make them seem so...
- Thu Jun 18, 2015 10:37 am
- Forum: Mods
- Topic: [Discontinued] New mod for a story [moved to scenarios!]
- Replies: 2
- Views: 7067
Re: [WIP] New mod for a story [questions]
Hey it might be better to make this as a custom scenario, rather than a mod. You can still do lots of scripting and things using the control.lua after some more research, this is indeed what I wanted to do, I just didn't realise scenario was what it is:P. consider this thread closed, as I am going ...
- Thu Jun 18, 2015 10:04 am
- Forum: Modding help
- Topic: Tutorial problem
- Replies: 3
- Views: 1632
Re: Tutorial problem
-snip- The order of the nodes doesn't really matter, in this case adding it after the corpse node (line 805) should be fine. I can't tell for sure (haven't tried it) but I think this node changes the amount of damage done when the car/tank/... crashes into other buildings. thanks, I wasn't really s...
- Wed Jun 17, 2015 7:58 pm
- Forum: Modding help
- Topic: Tutorial problem
- Replies: 3
- Views: 1632
Tutorial problem
So I was just trying to get into modding, when whilst doing the tutorial(link on bottom) I ran into this error: Error while loading entity prototype "bomber" (car): no such node (energy_per_hit_point) modifications: BomberTutorial At first I went through the base game files seeking for the...
- Wed Jun 17, 2015 6:47 pm
- Forum: Mods
- Topic: [Discontinued] New mod for a story [moved to scenarios!]
- Replies: 2
- Views: 7067
[Discontinued] New mod for a story [moved to scenarios!]
[wip] This will be my first factorio mod, for now this will be the main thread. Although I might eventually change to a new thread. As said, this will be my first factorio mod. I have some lua experience as to writing computercraft scripts, but I wanted to learn how to code more and better in LUA. ...