Search found 78 matches
- Mon Dec 25, 2017 8:53 am
- Forum: Modding help
- Topic: pictures and priority ?
- Replies: 7
- Views: 2687
Re: pictures and priority ?
thanks, i knew it had to have something to do with the rendering
- Sun Dec 24, 2017 12:56 am
- Forum: Modding help
- Topic: pictures and priority ?
- Replies: 7
- Views: 2687
Re: pictures and priority ?
sorry about reviving an old thread but i'm working on a mod with some relation to this question. My first thought would be that it relates to the render priority, how likely the game is to render the picture compared to other pictures during periods of poor fps/ups it would determine which objects g...
- Wed Sep 16, 2015 2:27 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
For those of you who cant wait till 0.13 for the bulldozer mod to be updated, hassad has produced an unofficial 0.12 compatible version
it can be found here
https://forums.factorio.com/forum/vie ... 20&t=16151
it can be found here
https://forums.factorio.com/forum/vie ... 20&t=16151
- Tue Aug 11, 2015 10:43 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85639
Re: [0.11.X] Oxygen
For anyone better at coding than me, i was able to actually get the mod to load on .12 after having to add over 50 lines of code, and lots of underscores. However, currently only placing the oxygen dispenser down works. Picking it up breaks the mod. Haven't figured out how to fix that, yet. Also, t...
- Sun Aug 09, 2015 1:07 pm
- Forum: Minor issues
- Topic: [0.11.17] game locks on manual save
- Replies: 21
- Views: 20907
Re: [0.11.17] game locks on manual save
the junction is to make room for the OS and often used software on a SSD and keep my user files separately located on a larger HDD. exactly the setup i'm using :) 6. Open "config-path.cfg". 7. Change " config-path=__PATH__system-write-data__/config " to " config-path=__PATH...
- Sat Jul 25, 2015 10:12 pm
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
as stated above i will get round to it eventually, However for the moment I have stopped playing factorio until .13 comes out at which time the whole mod will likely need a complete overhaul..... sorry but until then updates will be on a if i'm really bored and can be bothered basis, I will however...
- Thu Jul 23, 2015 10:57 pm
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
as stated above i will get round to it eventually, However for the moment I have stopped playing factorio until .13 comes out at which time the whole mod will likely need a complete overhaul..... sorry but until then updates will be on a if i'm really bored and can be bothered basis, I will however ...
- Wed Jul 15, 2015 9:33 pm
- Forum: Minor issues
- Topic: [0.11.17] game locks on manual save
- Replies: 21
- Views: 20907
Re: [0.11.17] game locks on manual save
I have Factorio on a normal directory, and autosave would consistently fail when I have a particular GUI open. I can't remember what it is at the moment, but I'll update this once I remember. I think it's when I am dragging the deconstruction planner but not yet release the mouse. Something very sp...
- Fri Jun 26, 2015 3:38 am
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158116
Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)
I'd say you shouldn't ever deconstruct it, and should just leave the FARL parked on a spur wherever you decide to stop expanding. Means some possibly tedious reversing, but if it's never removed, it should always keep the same reference point, thus always laying the pattern at the same interval. I ...
- Fri May 15, 2015 11:39 pm
- Forum: Mods
- Topic: [0.11.19] 0craft MOD
- Replies: 25
- Views: 19163
Re: [0.11.19] 0craft MOD
ok bad news .. i have done some testing with your save and unfortunately i have been unable to replicate the initial errors you mentioned DyTECH and 0craft issue: 1. Can't build oil refinery and chemical plant without assembling machine 3. 2. For reserch automation 3 (open assembling machine 3) need...
- Fri May 15, 2015 10:44 pm
- Forum: Mods
- Topic: [0.11.19] 0craft MOD
- Replies: 25
- Views: 19163
Re: [0.11.19] 0craft MOD
1.In basic workshop I can't craft primary and trinary engines, only secondary. 2. When disable/enable mod basic workshop not added to inventory. thankyou for the save ill do some testing and try to work out why your having issues in regards to the above secondary engines only ... this is correct be...
- Wed May 13, 2015 10:21 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190883
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
well ... i got down to it and was able to do this /c for _, entity in ipairs(game.findentitiesfiltered{area = {{game.player.position.x - 10000, game.player.position.y - 10000}, {game.player.position.x + 10000,game.player.position.y + 10000}}}) do if entity.name and 'rutile-ore' == entity.name then ...
- Tue May 12, 2015 9:29 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190883
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Hi SO ... this triggered a question : do you think it would be possible to create a "prospection" item using a mod ? it would indicate direction of the closer (or not ...) deposit of a given mineral to help with this kind of "issue". an interesting idea the main problem i see wi...
- Mon May 11, 2015 10:30 pm
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
You have called game.player which errors out in multiplayer game. You need to iterate on game.players or just drop debug stuff to game.players[1] for example. thank you, i suspected that this was the case.. I am going to convert the game.player calls to game.players[] but i haven't had time to work...
- Mon May 11, 2015 8:01 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
Being able to remove 'depleted' resource piles & oil wells sounds cool never intended to include oil wells in the resource removal. , but you know what would be even better? The ability to move said 'depleted' resources to a new location. Just some food for thought. outside the scope of this mo...
- Mon May 11, 2015 7:54 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
any further info with that error message (ie which function)?sadris wrote:Got the following startup error with multiplayer:
"Map doesn't contain 1 player, this function can't be used"
a screenshot might be helpful
unfortunately bulldozer has not been optimized for multi-player yet.
- Mon May 11, 2015 7:49 am
- Forum: Mods
- Topic: [0.11.19] 0craft MOD
- Replies: 25
- Views: 19163
Re: [0.11.19] 0craft MOD
I have just started up a game and confirmed that this mod is working correctly with default dytech (including the pumpjack)
do you have the base override for dytech turned off?
could you upload a copy of your save so i can perform some debugging with it?
do you have the base override for dytech turned off?
could you upload a copy of your save so i can perform some debugging with it?
- Sat May 09, 2015 11:05 pm
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
Love the mod, makes clearing rail lines fun :P One question/ suggestion, would it be possible to make the dozer act like a miner? If I set the resource=false under the black list and that will work but I only get 1 coal from a pile of ~800, is there a way to increase the number picked up? to make t...
- Sat May 09, 2015 10:37 pm
- Forum: Mods
- Topic: [0.11.19] 0craft MOD
- Replies: 25
- Views: 19163
Re: [0.11.19] 0craft MOD
DyTECH and 0craft issue: 1. Can't build oil refinery and chemical plant without assembling machine 3. 2. For reserch automation 3 (open assembling machine 3) need sience pack 3. 3. For craft sience pack 3 need plactic. 4. For craft plastic need oil refinery and chemical plant. Solutin: add crafting...
- Thu Apr 30, 2015 10:46 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 32957
Re: [0.11.19] Bulldozer MOD
new version bulldozer1.0.5
minor bug fixes for bugs found by FishSandwich during his spotlight of this mod https://www.youtube.com/watch?v=By7wY5TAXH4
Thanks Fish for the spotlight and the bugs
minor bug fixes for bugs found by FishSandwich during his spotlight of this mod https://www.youtube.com/watch?v=By7wY5TAXH4
Thanks Fish for the spotlight and the bugs