Search found 51 matches

by Heinrich
Tue Mar 05, 2013 10:10 am
Forum: Modding discussion
Topic: [0.2.8]Factorio Mod Manager
Replies: 7
Views: 12462

Re: [0.2.8]Factorio Mod Manager

Some feedback: I'm trying to setup my mod to work with the Mod Manager, but it isn't working. It seems to lock it's own settings file and is unable to write into it. On my computer at home i can skip the message, but here at work nothing is happening. I can't even close the application, because it t...
by Heinrich
Mon Mar 04, 2013 4:55 pm
Forum: Modding help
Topic: Placing descriptions in separate files
Replies: 1
Views: 3188

Placing descriptions in separate files

Is it possible to create separate files for my item/entity/etc descriptions. I tried it with one file holding all names and descriptions, but somehow it removed all other descriptions from the game. Is there another solution than editing the existing files? Would be handy in case several mods are in...
by Heinrich
Mon Mar 04, 2013 4:49 pm
Forum: Mods
Topic: [MOD WIP 0.2.10] Energy Conservation (EC)
Replies: 8
Views: 13511

Re: [MOD WIP 0.2.10] Energy Conservaton (EC)

I released version 0.2, which fixes some bugs and adds a processing machine.
by Heinrich
Mon Mar 04, 2013 2:17 pm
Forum: Mods
Topic: [MOD WIP 0.2.10] Energy Conservation (EC)
Replies: 8
Views: 13511

Re: [MOD 0.2.10] Energy Conservaton (EC)

I thought about something similar, but there are some drawbacks: Machine B. created power using full batteries, and possibly leaves empty batteries as a byproduct They only ways to produce energy are solar panels and boiler/steam-engine atm. It is not possible to create energy and and items at the s...
by Heinrich
Mon Mar 04, 2013 12:09 pm
Forum: Mods
Topic: [MOD WIP 0.2.10] Energy Conservation (EC)
Replies: 8
Views: 13511

[MOD WIP 0.2.10] Energy Conservation (EC)

Hi, there is an ongoing discussion about storing energy (eg from solar panels) and use it later. This mod aims at introducing a way of doing this. Since it is not possible to create an entity which stores energy as an accumulator would do, I store the energy in items, named "Compressed coal&quo...
by Heinrich
Mon Mar 04, 2013 11:26 am
Forum: Resolved Problems and Bugs
Topic: [BUG v2.10] Crash on restart with tech screen open
Replies: 1
Views: 2446

[BUG v2.10] Crash on restart with tech screen open

When a running game is restarted with the tech screen open, the application crashes.

To reproduce:
- start a new game
- open tech screen
- press esc and hit the restart button

I'm using v.2.10 on a Win7 64bit machine.
by Heinrich
Sun Mar 03, 2013 10:08 am
Forum: Mods
Topic: [WIP]Electric furnace mod
Replies: 9
Views: 13095

Re: [WIP]Electric furnace mod

You could use the assembly machine instead. Change the pictures, bounding box, etc to match your furnace. Allow just one input slot and create recipies for iron/copper/steel and make them not hand-craftable. This thing should produce iron/copper/steel plates plates and use electric power for doing s...
by Heinrich
Sat Mar 02, 2013 11:00 pm
Forum: Show your Creations
Topic: Logic Gates 1 (Without Combinators!)
Replies: 4
Views: 24006

Re: Logic Gates

I created another element: An edge detector. If an item A is placed in the green box, the circuit in the center creates a single tick Q. If A is removed again, the detector resets, without generating a signal. A bit item has to be placed in the upper right wooden box. Note that the output has it's o...
by Heinrich
Sat Mar 02, 2013 9:38 pm
Forum: Resolved Problems and Bugs
Topic: [Resolved 0.2.10] Replay freezes controls
Replies: 1
Views: 2250

[Resolved 0.2.10] Replay freezes controls

I just wanted to try the replay functionality and it turned out, that after finishing the replay the controls were locked. The character could not be moved anymore. The bug only occurs when the replay is started from a running game. To reproduce: - Create a replay. - Load a savegame. - Load the repl...
by Heinrich
Sat Mar 02, 2013 8:46 pm
Forum: Resolved Problems and Bugs
Topic: [Resloved 0.2.10] Steel Research Crash
Replies: 10
Views: 7255

Re: 2.9 Steel Research Crash

I expirienced the same, looks like the 2.9. version is not downwards compatible. It works with a fresh game however.
by Heinrich
Sat Mar 02, 2013 3:35 pm
Forum: Modding help
Topic: Help with this lua script
Replies: 3
Views: 5150

Re: Help with this lua script

Nice idea. Would be great to have something like this if it's worked out properly. I found the bugs in your code, there are comments where i made the changes: 1st: A misplaced 'end' statement, which cause the ontick event not to be evaluated. It was enclosed in the item creation event. 2nd: You can'...
by Heinrich
Sat Mar 02, 2013 2:34 pm
Forum: Resolved Problems and Bugs
Topic: [Resolved 0.2.10] Labs can't be mined?
Replies: 8
Views: 7442

Re: 2.9 Labs can't be mined?

You guys should take your time for releases and don't rush anything. I don't care if i get the new update on friday, monday or a week later.
by Heinrich
Fri Mar 01, 2013 12:34 pm
Forum: Pending
Topic: [BUG] Crash on save - control.lua
Replies: 2
Views: 4847

Re: [BUG] Crash on save - control.lua

Maybe it's just a windows thing. I did it again and it crashed.
by Heinrich
Fri Mar 01, 2013 12:25 pm
Forum: Show your Creations
Topic: Logic Gates 1 (Without Combinators!)
Replies: 4
Views: 24006

Logic Gates 1 (Without Combinators!)

I saw that post about memory cells yesterday, which is great. It inspired me to think about some more logic elements with smart inserters/chests. Since we have the base elements, named signal, negation and something which reacts to it, it is possible to create basic logical gates. First thing i came...
by Heinrich
Thu Feb 28, 2013 7:34 pm
Forum: Frequently Suggested / Link Collections
Topic: World Names (Configurable additional filename chars and Versioning)
Replies: 3
Views: 10732

Re: Configurable additional filename character whitelist

Maybe it's not a personal white list, but rather a savegame name, stored in the file. The filename itself is converted to valid characters only. So everyone can type in whatever he wants his savegame called and the the actual file sytem remains consistent.
by Heinrich
Wed Feb 27, 2013 9:56 am
Forum: Mods
Topic: [Mod 0.2.9] Furnace Upgrades
Replies: 14
Views: 23257

Re: [WIP] Furnace Upgrades

I attached my Test Furnace mod to this post. It just adds more smoke and is less expensive to craft. The file contains the games data folder with everything deleted not associated with the mod: 1. Edited freeplay.lua + backup to have more resources at start and no creepers spawning. 2. Prototype def...
by Heinrich
Wed Feb 27, 2013 7:51 am
Forum: Mods
Topic: [Mod 0.2.9] Furnace Upgrades
Replies: 14
Views: 23257

Re: [WIP] Furnace Upgrades

I tried to create a test furnance yesterday and it worked. The ID error is due tu a missing item definition. You need an entity definition, a recipe definition and an item definition. - The entity definition describes how it's integrated in the game world (appearence, behavior). - The recipe definit...
by Heinrich
Wed Feb 27, 2013 7:40 am
Forum: Pending
Topic: [BUG] Crash on save - control.lua
Replies: 2
Views: 4847

[BUG] Crash on save - control.lua

The game crashed after deleting the control.lua from a save game, loading it and saving again. It also deleted the whole savegame folder.

To reproduce:
- create a new game
- save it
- delete the control.lua
- load and save it again (overwrite)

I'm using Version 0.2.8 on a Win7 64 machine.
by Heinrich
Sun Feb 24, 2013 3:53 pm
Forum: Pending
Topic: [BUG] Power network not connected
Replies: 1
Views: 2424

[BUG] Power network not connected

Hi, i encountered a bug, where a huge part of my factory received power without being connected to the power plant. This happend after accidential removing a cable. After saving/reloading the game, everything worked as expected again. I dont know how to reproduce it, but i was playing around with sm...

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