Search found 34 matches
- Tue Oct 27, 2015 2:34 pm
- Forum: Releases
- Topic: Version 0.12.12
- Replies: 17
- Views: 34665
Re: Version 0.12.12
how can i fix this line in upgrade planner? ruleset_grid["upgrade-planner-" .. type .. "-" .. index].caption = game.get_localised_item_name(stack.name) ive tried a bunch of ways to write it and i guess i dont know enough about lua to get it Maybe something like this? ruleset_gri...
- Tue Oct 20, 2015 3:36 pm
- Forum: Releases
- Topic: Version 0.12.12
- Replies: 17
- Views: 34665
Re: Version 0.12.12
Maybe I am dumb, but how do I use this: game.get_localised_entity_name is replaced by LuaEntityPrototype::localised_name read property. The same for technology and item. to fix my mods? I tried replacing game.get_localised_item_name with LuaEntityPrototype::localised_name and instead I am just gett...
- Fri Sep 25, 2015 1:47 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202372
Re: [MOD 0.12.x] Advanced Logistics System
I am using the version from http://www.factoriomods.com/mods/advanc ... ics-systemOutsider wrote:sadris wrote: Same issue here i think, you seem to be using version 0.2.1 of the mod, and this issue was fixed in a later release, please update and let me know if you still have issues.
It is version 0.2.1
Thank you.
- Wed Sep 23, 2015 7:24 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202372
Re: [MOD 0.12.x] Advanced Logistics System
I have a lua crash when loading up the map: http://i.imgur.com/6WdcKu8.png Here is the save file and all the mods in use: http://speedy.sh/yCeHZ/error.zip I can disable Advanced Logistics System and load the map, make a new save, exit, toggle the mod back on and load the new save and everything work...
- Fri Sep 18, 2015 2:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Cursed JP - v0.0.2
- Replies: 8
- Views: 27934
Re: [MOD 0.12.x] Cursed JP - v0.0.2
Can't seem to make it work. The thing consumes a lot of energy, but I am still stuck on objects and can't fly over water.
- Wed Aug 26, 2015 6:52 am
- Forum: News
- Topic: Friday Facts #100 - So old
- Replies: 59
- Views: 45892
Re: FFF #100 - So old
It's my impression that those icons are meant only for the Tech Tre, and not to be used to represent the physical items. Ah, that makes more sense! :D Why are you attributing that quote to yourself, and not to me, when I was the one who wrote it? But I am THE ONE ! I wrote all the comments, not you...
- Tue Jul 07, 2015 9:04 am
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 51983
Re: Friday Facts #92 - Personal roboport
Then I would need a way to limit the top speed of the train. Sure I can use lots of wagons, but It's an ugly fix.FrozenOne wrote:Roboports on trains.
The conveyor has three speeds.
Maybe we could have an electric locomotive with an included robotport
- Tue Jul 07, 2015 8:29 am
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 51983
Re: Friday Facts #92 - Personal roboport
The problem with Vehicles is that they're not an early game thing, since setting up Engine production is non-trivial and resource-intensive. What? Making engines for the personal car isn't difficult. The highest tech is green science, and the manufacturing takes iron, steel, and a bit more iron. Ta...
- Fri Jun 12, 2015 2:41 pm
- Forum: General discussion
- Topic: Turing completeness
- Replies: 9
- Views: 12613
Re: Turing completeness
I hope we will eventually be able to make a Factorio game inside the Factorio world.
- Fri Feb 20, 2015 10:46 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 163463
Re: Count to 1,000,000
168 is an even number, a composite number, and an abundant number. There are 168 primes less than 1000. 168 is the product of the first two perfect numbers. 168 is the order of the group PSL(2,7), the second smallest nonabelian simple group. From Hurwitz's automorphisms theorem, 168 is the maximum p...
- Thu Feb 19, 2015 10:56 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 216086
Re: Peace with Aliens
Maybe if there were two alien races on the planet. Either make friends with one or the other ... or neitherIchigoshollow wrote:Having peace with aliens makes the game completely boring. It would be like playing an RPG and all enemies being your friend. The game would lose all meaning due to no resistance.
- Tue Feb 17, 2015 12:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.11] Strange speed-ups
- Replies: 20
- Views: 11950
Re: [0.11.11] Strange speed-ups
This is exactly what I'm using, and I have no Issue, the game (or not?) is limiting me to 60 fpsRseding91 wrote:A couple of these maybe? I'll take 2 myself.kovarex wrote:Seems that I will have to buy 120Hz screen :0
- Sat Feb 14, 2015 10:39 pm
- Forum: Pending
- Topic: [0.11.15][x64 Win7] Crash, unknown reason.
- Replies: 1
- Views: 3597
[0.11.15][x64 Win7] Crash, unknown reason.
I was placing electric furnaces. The crash happened after I opened the inventory to craft more electric furnaces. I will try to reproduce it. I still have the autosave, If needed I can post a link to the 13MB file. 8058.617900 Info Logger.cpp:152: 2015-02-14 16:18:04; Factorio 0.11.15 (Build 13276, ...
- Tue Feb 03, 2015 3:23 pm
- Forum: News
- Topic: Friday Facts #70 - The smooth fps
- Replies: 30
- Views: 31063
Re: Friday Facts #70 The smooth fps
It seems you need to double buffer the 'data' that is 'collected'. This way you will render data that was generated the previous update while generating data for the next. At least that's what I do. I'm a game developer too. My current setup at home does not need vsync, I'm using a GSync monitor. Is...