Search found 5110 matches
- Tue Jan 03, 2017 9:20 pm
- Forum: Gameplay Help
- Topic: statistics fluids/liquids
- Replies: 3
- Views: 862
Re: statistics fluids/liquids
Its added for 0.15
- Tue Jan 03, 2017 9:19 pm
- Forum: Modding interface requests
- Topic: create_entity{fast_replace=true} used for ghosts
- Replies: 3
- Views: 1396
Re: create_entity{fast_replace=true} used for ghosts
I specifically want to emulate the fast_replace behavior when placing by hand, but allow bots to do it. Currently I create the ghost, and then check the ghost regularly if a bot is standing on it with the item and then do a create_entity call with the ghost.ghost_name, which removes both the origin...
- Tue Jan 03, 2017 8:54 pm
- Forum: Modding interface requests
- Topic: create_entity{fast_replace=true} used for ghosts
- Replies: 3
- Views: 1396
Re: create_entity{fast_replace=true} used for ghosts
Create entity doesn't do all the classic collision checks, if you want to check for entities before creating the ghost then you can use:
http://lua-api.factorio.com/latest/LuaS ... ace_entity
http://lua-api.factorio.com/latest/LuaS ... ace_entity
- Tue Jan 03, 2017 8:51 pm
- Forum: Technical Help
- Topic: Disable Catching up feature
- Replies: 15
- Views: 6850
Re: Disable Catching up feature
yes but this requires someone to A) be an admin of the server and the rights to be able to do that. b) someone to actually be on the server at the time of someone catching up to solve this issue or someone able to be at the fingers touch of the command line of the server to be able to pause it. A) ...
- Tue Jan 03, 2017 6:30 pm
- Forum: Technical Help
- Topic: Disable Catching up feature
- Replies: 15
- Views: 6850
Re: Disable Catching up feature
Like i said, Mods don't have any impact on how long it takes to catch up, you can have a game with 1000 mods catchup quicker than a vanilla factory Catching up is your game processing the world faster than the server is, so that you can 'catchup' to the current state of the map, it is completely dep...
- Tue Jan 03, 2017 1:04 pm
- Forum: Technical Help
- Topic: Disable Catching up feature
- Replies: 15
- Views: 6850
Re: Disable Catching up feature
A new implementation needs to be made on that front since the catchup system is no good for the vast majority of factorio players (being the modding community). Which we see as yes maybe an older system that for sure is not better for vanilla but generally if you are using mods it adds more time to...
- Tue Jan 03, 2017 11:48 am
- Forum: Technical Help
- Topic: my Name in the Game is gorn????
- Replies: 5
- Views: 1867
Re: my Name in the Game is gorn????
Okay should be fixed (again) nowHugorm wrote:Thanks. but Now it says "Membership: Free upgrade" I tryed to pus sumit and tryed my old aktivason code too and it dit't work. .
- Mon Jan 02, 2017 7:56 pm
- Forum: Technical Help
- Topic: my Name in the Game is gorn????
- Replies: 5
- Views: 1867
Re: my Name in the Game is gorn????
I have fixed this for youHugorm wrote:Help
i login and i cude see the i was downgrade from Mining Drill Operator To Transport Belt Repair Man.
I had my Name in the game
- Mon Jan 02, 2017 7:51 pm
- Forum: Ideas and Suggestions
- Topic: Player made campaigns
- Replies: 7
- Views: 2741
Re: Player made campaigns
Campaigns can be put into mods. Can they? Because a campaign also requires a save game, I don't think you can put those in mods. And it would be pretty annoying to go to the mod menu and enable / disable the mod if you want / don't want to play a specific campaign. Yes. You can include a blueprint....
- Fri Dec 30, 2016 9:26 pm
- Forum: News
- Topic: Friday Facts #171 - So long 2016
- Replies: 37
- Views: 21912
- Wed Dec 28, 2016 6:05 pm
- Forum: Technical Help
- Topic: extreme lag
- Replies: 1
- Views: 718
Re: extreme lag
hey guys have been working on a mega base with a friend, we have been playing this one game for over 6 months, we are now 250 hours in and the game has become totally unplayable, its playable in single player for both of us (at a reduced framerate), yet when we play multi player i have a control in...
- Tue Dec 27, 2016 10:43 pm
- Forum: Multiplayer
- Topic: my acount cant go thought the user verification reqired
- Replies: 2
- Views: 1230
Re: my acount cant go thought the user verification reqired
Everything looks find for your account on our system,
Are you sure you're trying to join with the correct username?
Are you sure you're trying to join with the correct username?
- Tue Dec 27, 2016 10:27 pm
- Forum: Technical Help
- Topic: GOG version can't play with Steam
- Replies: 1
- Views: 1274
Re: GOG version can't play with Steam
Hi I bought factorio on the pretense that I could play with my mates on steam, however I can't find their game in the server browser. Can anyone help me join their game? Thanks The GOG and steam versions of the game should have no problem connecting to one another, This seems more like an issue wit...
- Mon Dec 26, 2016 12:27 pm
- Forum: Modding help
- Topic: for i=1,#table a lot slower than for k,v in pairs (table)?
- Replies: 12
- Views: 4207
Re: for i=1,#table a lot slower than for k,v in pairs (table)?
The behaviour of this function to merge red and green wires is confusing me. This is the version I was using up until now. function GetCircuitValues(entity) local greenWire = entity.get_circuit_network(defines.wire_type.green) local redWire = entity.get_circuit_network(defines.wire_type.red) local ...
- Sat Dec 24, 2016 10:29 pm
- Forum: Modding help
- Topic: attempt to index upvalue '_ENV' (a nil value)
- Replies: 3
- Views: 2479
Re: attempt to index upvalue '_ENV' (a nil value)
You are trying to save a function in the global table, Something like this: global.this_function = function () game.print("Hello function") end When the game is saved, the lua serializer is unable to save any functions, only tables and some other data types, so the function is not preserved.
- Sat Dec 24, 2016 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Portal
- Replies: 10
- Views: 5069
Re: Blueprint Portal
A blueprint portal might not be made for the same reason we don't have a 'savegame portal', a blueprint is sort've a creative convenience, you apply your own creativity and knowledge to design a setup, and then use the blueprint to easily use your complex design. But i do see the demand, i have seen...
- Fri Dec 23, 2016 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
- Replies: 22
- Views: 23397
Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
it's a big problem on big base like mine, because every 10 mins a train is stuck because the train try to do more that 360° turn on a circle ... blocking itself. . This seems more like a design problem than an issue with the train pathing With trains rerouting mid-intersection all bets are off. Not...
- Fri Dec 23, 2016 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
- Replies: 22
- Views: 23397
Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
This seems more like a design problem than an issue with the train pathingfregate84 wrote:it's a big problem on big base like mine, because every 10 mins a train is stuck because the train try to do more that 360° turn on a circle ... blocking itself.
.
- Fri Dec 23, 2016 4:37 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 35308
- Fri Dec 23, 2016 2:54 pm
- Forum: Pending
- Topic: [14.21] Game Crash during Resuming Multiplayer Map
- Replies: 3
- Views: 1363
Re: [14.21] Game Crash during Resuming Multiplayer Map
I can't seem to reproduce this crash in 0.15
If the issue occurs again, please make a new bug report
If the issue occurs again, please make a new bug report