Search found 157 matches

by johanwanderer
Mon Jul 20, 2015 4:13 pm
Forum: Modding help
Topic: New item values don't seem to apply ingame?
Replies: 16
Views: 6018

Re: New item values don't seem to apply ingame?

It may be:

Code: Select all

data.raw["item"]["raw-wood"].fuel_value = "2MJ";
Here is a (possibly outdated) list of raw data item: https://forums.factorio.com/wiki/inde ... e=Data.raw
by johanwanderer
Mon Jul 20, 2015 4:09 pm
Forum: Gameplay Help
Topic: Return to Inventory
Replies: 4
Views: 4852

Re: Return to Inventory

"Q"
by johanwanderer
Mon Jul 20, 2015 5:42 am
Forum: Show your Creations
Topic: My First ever science factory
Replies: 7
Views: 15886

Re: My First ever science factory

That's a neat layout. Something to strive for the next time I build a new factory :) (I always seem to underestimate how much space I need, and end up having to move things around) This is probably a personal preference, but I prefer to have the final beakers loops something like this (left side of ...
by johanwanderer
Mon Jul 20, 2015 5:29 am
Forum: Combinator Creations
Topic: [0.12] Combinator Use & Abuse
Replies: 8
Views: 19934

Re: [0.12] Combinator Use & Abuse

This is my only and most important use of combinators. No more checking if one of tanks overflows and everything stops. I did use a combinator actually - only pump use would be even more simple :D I'm still waiting for a Youtube tutorial explaining how to make something like that. Do you mean somet...
by johanwanderer
Mon Jul 20, 2015 4:54 am
Forum: Resolved Problems and Bugs
Topic: Energy Demand Satisfaction Display Isn't Reading Properly
Replies: 7
Views: 5442

Re: Energy Demand Satisfaction Display Isn't Reading Properly

I believe the bar shows the current supply and the potential supply, so when the green bar is half-full, it means you are only using 50% of the available power. For example, in this picture here: https://forums.factorio.com/forum/download/file.php?id=4491 (https://forums.factorio.com/forum/viewtopic...
by johanwanderer
Mon Jul 20, 2015 4:40 am
Forum: Gameplay Help
Topic: Expired blueprint refresh
Replies: 4
Views: 5626

Re: Expired blueprint refresh

Some objects in Factorio have directions, filters, modules settings, etc. When you create a blue print, it captures most of that information. When you try to place a blue print on top of an existing installation, it will complain (red icons -- may be hard to tell if you have lots of stuff) where eve...
by johanwanderer
Mon Jul 20, 2015 3:55 am
Forum: Gameplay Help
Topic: Logistics storage
Replies: 5
Views: 7233

Re: Logistics storage

What I was trying to do with smart inserters was make it so that it would only take out of the requester chest if there was more than the number the passive providers + requester can store in the logistics network, therefore the bots would take from storage/active providers first and leave the pass...
by johanwanderer
Sun Jul 19, 2015 4:07 am
Forum: Modding discussion
Topic: Prototype definitions reference format
Replies: 14
Views: 21024

Re: Prototype definitions reference format

Bump. Is there any way we modders can get a list of available properties/methods for all prototypes? At the moment it's a struggle getting the info we need from the game. For Lua objects: /c sel = function() return game.player.selected; end /c mh = function() game.make_file("help/" .. sel...
by johanwanderer
Sun Jul 19, 2015 3:52 am
Forum: Ideas and Suggestions
Topic: Just where was I manufacturing that ....
Replies: 7
Views: 1732

Re: Just where was I manufacturing that ....

The problem with both of those suggestions is that they are both multi-player communication ideas. My problem was single player, incompetent factory designer trying to find out where I built stuff, let alone letting someone else know where I want them to build stuff. The ability to ask 'where do I ...
by johanwanderer
Sun Jul 19, 2015 3:50 am
Forum: Implemented Suggestions
Topic: [0.12] placing ghost buildings with personnal roboport
Replies: 5
Views: 2145

Re: [0.12] placing ghost buildings with personnal roboport

I find the personal roboport fairly annoying, so I only equip it some of the times and remove it when I do something like you suggested (or remove chests filled with stuff) It's so easy for the personal robots to dump a chest's contents into your inventory and you end up with lots of "inventory...
by johanwanderer
Sun Jul 19, 2015 3:13 am
Forum: General discussion
Topic: Things to watch out when loading a 0.11 game in 0.12
Replies: 6
Views: 8056

Re: Things to watch out when loading a 0.11 game in 0.12

safan wrote:Any idea how to convert to the new guns? I have multiple outposts that are under constant attacks so i can't visit them all before the first attack
I don't think you have to do anything to get the new guns. They should all be automatically upgraded to the new version.
by johanwanderer
Sat Jul 18, 2015 5:13 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 139024

Re: Version 0.12.0

Try:

C:\Games\Factorio\bin\x64\Factorio.exe --start-server Multiplayer1.zip

That *might* work from what I have seen in the log.
by johanwanderer
Fri Jul 17, 2015 9:26 pm
Forum: General discussion
Topic: Things to watch out when loading a 0.11 game in 0.12
Replies: 6
Views: 8056

Things to watch out when loading a 0.11 game in 0.12

Just a few things that I have encountered trying to load my old save game: Make sure the correct mods are enabled (and are compatible with 0.12) first. This may require restarting Factorio. Because of the new logistic research, logistic conditions are not working when the game is first loaded. Any p...
by johanwanderer
Fri Jul 17, 2015 7:34 pm
Forum: Mods
Topic: [MOD 0.12.x] Large, filterable chests
Replies: 32
Views: 49276

Re: [0.12.x] Large, filterable chests

Uploaded version 0.12.5 for Factorio 0.12.0.
Please continue to use version 0.11.5 for Factorio 0.11.x.

https://forums.factorio.com/forum/vie ... hp?t=13312
by johanwanderer
Fri Jul 17, 2015 7:28 pm
Forum: Mods
Topic: [MOD 0.12.x] Electric boiler
Replies: 23
Views: 48487

Re: [0.12.x] Electric boiler

Uploaded version 0.12.3 for Factorio 0.12. Please continue to use version 0.11.3 for Factorio 0.11.x.
https://forums.factorio.com/forum/vie ... hp?t=13381
by johanwanderer
Fri Jul 17, 2015 3:12 am
Forum: Mods
Topic: [MOD 0.12.x] Electric boiler
Replies: 23
Views: 48487

Re: [0.11.x] Electric boiler

Uploaded version 0.11.3: https://forums.factorio.com/forum/vie ... hp?t=13381

- Version 0.11.3: Fix a nasty bug because we incorrectly use table.remove()
by johanwanderer
Fri Jul 17, 2015 1:05 am
Forum: Modding help
Topic: How to build a multi-part mod?
Replies: 17
Views: 4475

Re: How to build a multi-part mod?

As long as generateMod() return a valid item table, that should work.
by johanwanderer
Thu Jul 16, 2015 11:19 pm
Forum: Modding help
Topic: How to build a multi-part mod?
Replies: 17
Views: 4475

Re: How to build a multi-part mod?

data.lua is strictly for static entity generation. Each data.lua file is called sequentially, in the dependency order. Therefore, you cannot call things from one data.lua to another. All you should do there is build up the data{} table for the whole game. control.lua is where interactions between mo...
by johanwanderer
Thu Jul 16, 2015 11:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Electric boiler
Replies: 23
Views: 48487

Re: [0.11.x] Electric boiler

Can you please clarify something for me? I'm having trouble working out from your screenshots if the steam engines end up powering the boilers (even if they're at a lower priority than everything else), or do they not power them at all, in which case how is this achieved? Seems like the engines sho...
by johanwanderer
Thu Jul 16, 2015 2:26 pm
Forum: Mods
Topic: [MOD 0.12.x] Electric boiler
Replies: 23
Views: 48487

Re: [0.11.x] Electric boiler

Uploaded version 0.11.2 last night: https://forums.factorio.com/forum/vie ... hp?t=13381

More screenshots: https://forums.factorio.com/forum/vie ... 381#p90191
Changelog: https://forums.factorio.com/forum/vie ... 381#p90192 (and in changelog.txt within the mod itself).

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