Search found 337 matches

by matjojo
Sat Dec 17, 2016 11:18 pm
Forum: Modding help
Topic: Food/Other Stats?
Replies: 1
Views: 999

Re: Food/Other Stats?

These are the API docs: http://lua-api.factorio.com/ you'll probably want to use the global. space for variables to set up a table per user, and have the variables like FoodAmount and WaterAmount and such. you can add a bar with the GUI system in the game, although it wouldn't be able to be on the b...
by matjojo
Sat Dec 17, 2016 11:13 pm
Forum: Modding help
Topic: forbi construction of signal rails
Replies: 4
Views: 1456

Re: forbi construction of signal rails

using the api website: http://lua-api.factorio.com/0.14.21/LuaEntityPrototype.html you can see all(?) the entity tags you can give an entity. you can try changing the collision box of your rails and your signals so that they go into each other like a puzzle? maybe even add a new collision mask to th...
by matjojo
Fri Dec 16, 2016 11:46 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 61886

Re: Friday Facts #167 - Reactors Operational

but who's ranium are we mining?


sorry I just had to
by matjojo
Thu Dec 15, 2016 6:43 pm
Forum: 1 / 0 magic
Topic: [mods.factorio.com] 'application error'
Replies: 3
Views: 2444

[mods.factorio.com] 'application error'

The mods.factorio.com website served me an 'Application error', at 18:30 GMT. https://i.gyazo.com/3f166fb46126cb2f7a6e3804cc9ca4ea.png there was an i button Right-bottom, clicking it send me to the following link: https://devcenter.heroku.com/articles/error-pages reloading made it work. If you need ...
by matjojo
Thu Dec 08, 2016 10:50 am
Forum: Already exists
Topic: on_put_item What Item?
Replies: 6
Views: 2614

Re: on_put_item What Item?

Well, you do have access to who built the entity, as well as the entity type. Unless you have more than one item definition to place the same entity, it shouldn't be an issue. But in that case, why would you have multiple items to place the same entity type? I'm not really concerned why someone wou...
by matjojo
Sat Dec 03, 2016 12:49 am
Forum: Already exists
Topic: on_put_item What Item?
Replies: 6
Views: 2614

Re: on_put_item What Item?

Rseding91 wrote:The item is the item in the players cursor.
Oww, so it goes about like this: On put item> on entity build> item taken from cursor?
by matjojo
Fri Dec 02, 2016 8:02 pm
Forum: Already exists
Topic: on_put_item What Item?
Replies: 6
Views: 2614

on_put_item What Item?

I'd like to know what item was used when placing an entity, I think it'd be most useful for the on_put_item event, but a second would be the on_built_entity event, although that does not really have to be with an item.
by matjojo
Thu Nov 24, 2016 4:59 pm
Forum: Not a bug
Topic: [14.20] Error message not displaying the correct item-ID
Replies: 1
Views: 1331

[14.20] Error message not displaying the correct item-ID

When trying to make a base mod-replacement I got the error message: https://i.gyazo.com/6efa3483d05fbc50404addc95d08f0d6.png https://i.gyazo.com/594844bf8b6c7fb2d8ceeefd304feedb.png As you can see there is no dot there, all the other "prototype missing" errors did contain a full stop. A bi...
by matjojo
Wed Nov 23, 2016 3:40 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 49064

Re: Friday Facts #165 - Death by a thousand cuts

A mod enabling achievements wouldn't hurt at this point. If you want to cheat to get achievements there are countless ways to do so. For example, build a base with creative mode, remove it, reap all achievements. You still have to come up with a setup for doing this with adequate supply and logisti...
by matjojo
Wed Nov 23, 2016 1:35 pm
Forum: Modding help
Topic: Not using base mod
Replies: 5
Views: 2535

Re: Not using base mod

Quick update, pre-creating a map works, just now fixing other problems that come up, will report back when there is a problem.
by matjojo
Tue Nov 22, 2016 8:36 pm
Forum: 1 / 0 magic
Topic: [0.14.20] crash local LAN on one PC
Replies: 4
Views: 2600

Re: [0.14.20] crash local LAN on one PC

I tried it again at home, it seems to work now. Really weird. I almost feel bad for reporting now, as it seems like it was a problem made by me. Be sure to ask if there is more information that you'd need! start instance 'one' start instance 'two' select a different name on instance 'two' (names are...
by matjojo
Tue Nov 22, 2016 5:48 pm
Forum: Modding help
Topic: Not using base mod
Replies: 5
Views: 2535

Re: Not using base mod

Yeah, according to the licence, all Factorio assets are allowed to freely be used, edited, and redistributed with mods for factorio, but not for anything external to Factorio. As for graphic assets, fairly sure a mod can reference files from another mod directly, and it works if said mod is install...
by matjojo
Tue Nov 22, 2016 2:18 pm
Forum: Modding help
Topic: Not using base mod
Replies: 5
Views: 2535

Re: Not using base mod

If you plan on distributing your mod, from what I understand, you can not include ANYTHING from the base mod. With that out of the way, I also believe that you SHOULD be able to use the game without the base mod, but you will need to pretty much recreate/modify and other third party mods since most...
by matjojo
Tue Nov 22, 2016 2:13 pm
Forum: Modding help
Topic: Debugging a multiplayer desync?
Replies: 17
Views: 7282

Re: Debugging a multiplayer desync?

https://forums.factorio.com/viewtopic.php?f=25&t=12451#p83708 Factorio doesn't allow you to read system time and the math.random uses the determistic Factorio random based off the save game. That means you can use math.random all you want and it won't break the game or cause desyncs. Well thank...
by matjojo
Tue Nov 22, 2016 11:30 am
Forum: Modding help
Topic: Not using base mod
Replies: 5
Views: 2535

Not using base mod

A mod I'm working on will use only about three things from the base game (concrete tiles, and some machines), and for all else, be a different thing. I decided I wanted to disable the base mod, as that comes with a lot of textures, wich I will not need to load when not doing that, and that will impr...
by matjojo
Tue Nov 22, 2016 11:20 am
Forum: Modding help
Topic: Debugging a multiplayer desync?
Replies: 17
Views: 7282

Re: Debugging a multiplayer desync?

All I know about that is that for multiplayer compatibility your mod should do the EXACT same thing for all computers it runs on. And make sure to not use math.random() as that works differently on different OS's
by matjojo
Tue Nov 22, 2016 10:47 am
Forum: 1 / 0 magic
Topic: [0.14.20] crash local LAN on one PC
Replies: 4
Views: 2600

Re: [0.14.20] crash local LAN on one PC

alrighty, I tried it again on my school's network, it worked. See the log below This makes me think it might have to do with my network setup at home? Could that be the case? Also, I just remembered I was on the same username when trying for the first time when trying the first time, I'll edit the O...
by matjojo
Tue Nov 22, 2016 10:03 am
Forum: Pending
Topic: 0.14.20 Personal Roboport Behaviour (BUG)
Replies: 4
Views: 1829

Re: 0.14.20 Personal Roboport Behaviour (BUG)

I feel like this only happens when you have too less power? If you would have enough power the roboports would get filled up immediately.
by matjojo
Mon Nov 21, 2016 11:33 pm
Forum: 1 / 0 magic
Topic: [0.14.20] crash local LAN on one PC
Replies: 4
Views: 2600

Re: [0.14.20] crash local LAN on one PC

I've been doing this for ages though, I stopped doing it for about three weeks when trying to do some home automation, but it always just worked, did some network code get refactored?
by matjojo
Mon Nov 21, 2016 9:19 pm
Forum: 1 / 0 magic
Topic: [0.14.20] crash local LAN on one PC
Replies: 4
Views: 2600

[0.14.20] crash local LAN on one PC

Tried to test my mod for multiplayer, could not join LAN game created on same pc, it did show up on the matching server. To recreate: open two games on the same pc create lan game on instance 'one' (both where on the same name for this attempt, although the game did not say that.) try to join via LA...

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