Search found 21 matches

by TroZ
Fri Oct 25, 2019 3:00 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46980

Re: Friday Facts #318 - New Tooltips

Specifically for the personal roboport tool tip: The area and number of bots should indicate that those are 'stackable' or some other phrase be used to indicate that having multiple roboports in your armor increases not only the active bots that you can have, but also that the coverage area increase...
by TroZ
Tue Jun 11, 2019 3:15 am
Forum: Duplicates
Topic: [0.17.47] Crash when loading a save from 0.17.31
Replies: 0
Views: 505

[0.17.47] Crash when loading a save from 0.17.31

I have a save file from a vanilla 0.17.31 that I haven't played in a few weeks. Attempting to load it up in 0.17.47 caused the game to crash.

Attaching log file, dmp and save file (17-43.zip)
by TroZ
Wed May 30, 2018 12:24 am
Forum: Modding help
Topic: Have a script place a blueprint
Replies: 11
Views: 4436

Re: Have a script place a blueprint

Yeah, destroy does work, assuming you are using the correct coordinates in your find_entities call, which i wasn't. I also realize that offshore pumps or similar entities will be an issue for me currently, but there should be something I can look at in their prototype that lest me know that they nee...
by TroZ
Tue May 29, 2018 7:43 am
Forum: Modding help
Topic: Have a script place a blueprint
Replies: 11
Views: 4436

Re: Have a script place a blueprint

Well, thank you for your assistance! I'm not sure what I did wrong initially, but the string I was originally using as a blueprint string apparently wasn't valid. I'm not sure where it went wrong, but exporting a new string and using that worked. I still have some issue to work out but with your hel...
by TroZ
Mon May 28, 2018 4:29 pm
Forum: Modding help
Topic: Have a script place a blueprint
Replies: 11
Views: 4436

Re: Have a script place a blueprint

Thanks for your help, but I now get an error control.lua:101: bad argument #1 to 'import_stack' (string expected, got table). As for 'importing files', I would like if I would be able to literally just have a bunch of text files with blueprint strings in them that the modification could load. I'm as...
by TroZ
Wed May 23, 2018 10:45 pm
Forum: Modding help
Topic: Have a script place a blueprint
Replies: 11
Views: 4436

Have a script place a blueprint

Hi, I'm starting work on a mod that is trying to turn Factorio into a game more like OpenTTD. The idea is that the mod would automatically build miners on ore deposits and place production factories around the map. Your job is to create a rail system to connect the mines to production area, such as ...
by TroZ
Fri Jan 05, 2018 10:42 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346577

Re: Friday Facts #224 - Bots versus belts

I don't mind the bots as you get them later in the game. If you want to buff belt usage, I have a few suggestions. Make the fast and express belts a bit cheaper. Maybe only 3 gear wheels for fast and 6 for for express, with only 10 lubricant. It takes a while to make express belts, if you don't set ...
by TroZ
Sat May 06, 2017 11:03 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 74195

Re: Friday Facts #189 - Specifying the 1.0

Can Roboports be modified to output the number of repair packs when they output the number of robots? I'd like to have an inserter only fill each roboport with 25 repair packs instead of wasting materials completely filling the inventory or each roboport.
by TroZ
Tue Oct 11, 2016 2:59 am
Forum: Multiplayer
Topic: Auth Server down?
Replies: 13
Views: 4729

Re: Auth Server down?

But I need to finish working on my factory with my friends!

:(

I guess I can wait... but I'm starting to get the shakes! ;)
by TroZ
Tue Oct 11, 2016 2:00 am
Forum: Multiplayer
Topic: Auth Server down?
Replies: 13
Views: 4729

Auth Server down?

I'm getting an issue when attempting to connect to a multiplayer server. This server does have a password, however, I'm not asked for it. Connecting show a progress dialog for a second, which then disappears and I'm left without and interface except for the background image. Pressing ESC does bring ...
by TroZ
Sat Oct 08, 2016 12:30 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104810

Re: Friday Facts #159 - Research revolution

Wow, I like the science change. There is one problem with your late game science setup example, it needs about 40 more labs. ;) Actually, back in the day, Factorio version 0.6 and 0.7, I made a mod that added 5 additional science packs to the game and similarly overhauled the research system. There ...
by TroZ
Thu Aug 11, 2016 6:30 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 36326

Re: Friday Facts #150 - New Terrain Experiments

I'm late to this thread, but I like the idea of multi biomes / cold/snowy biomes, and have different advantages to different biomes. The desert already has less trees / more space to build your factory. A cold / snowy biome could make all your assemblers work 5-10% faster (less cooling needed), but ...
by TroZ
Mon Mar 07, 2016 9:06 pm
Forum: General discussion
Topic: Music not always playing?
Replies: 6
Views: 4209

Re: Music not always playing?

I was just going to ask a similar question.

I started playing the Steam version and after more than an hour an a half, I don't think I've heard music once. The last version I've played I think was 0.10 and music played constantly in that version.
by TroZ
Mon Sep 21, 2015 2:47 pm
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 47520

Re: Friday Facts #104 - Deadlines ahead

I'm sure you guys have too much to do to make it in time, but 'The Martian' movie comes out in a two weeks, and has a story somewhat similar to Factorio, one man stranded on the surface of a planet with limited supplies must survive. Releasing to Steam Early Access around the same time could get you...
by TroZ
Thu May 21, 2015 4:38 am
Forum: News
Topic: Friday Facts #86 - Trees
Replies: 86
Views: 56092

Re: Friday Facts #86 - Trees

Now we come to the tricky part... if all we want to make is concrete slabs, then the mix + water = the slab. However, these days in most construction you end up with ferroconcrete, which is basically iron (NOT steel) rebar in concrete, because their expansion and contraction rates are identical. So...
by TroZ
Fri Sep 27, 2013 12:26 am
Forum: Wiki Talk
Topic: The wiki is gone
Replies: 8
Views: 17879

Re: The wiki is gone

This is good news that the wiki will be back shortly.

Not just for modding information (for which the wiki was indispensable), but also just for basic game play concepts (it took me quite a while to figure out about using both sides of a transport belt).
by TroZ
Fri Sep 20, 2013 5:44 am
Forum: Mods
Topic: [MOD WIP 0.6.X] TroZ Mod
Replies: 14
Views: 15374

Re: [MOD WIP 0.6.X] TroZ Mod

Ok, here is an updated version: https://dl.dropboxusercontent.com/u/38917782/Factorio/TroZ%20mod%200.3.1.zip This now has migration files, although I couldn't figure out how to modify fuel values from within the migration file. It corrects the issue of automation 2 being hard to research (it only re...
by TroZ
Thu Sep 19, 2013 4:45 am
Forum: Mods
Topic: [MOD WIP 0.6.X] TroZ Mod
Replies: 14
Views: 15374

Re: [MOD WIP 0.6.X] TroZ Mod

Well, I'm working on the update, and it seems that automation 2 needing military 2, armor making and steel processing is a bug! I have a comment right above that line that states that that is supposed to be the prerequisites for armor 2. If you want to fix it yourself, change line 233 of the /TroZ/p...
by TroZ
Mon Sep 16, 2013 11:14 pm
Forum: Mods
Topic: [MOD WIP 0.6.X] TroZ Mod
Replies: 14
Views: 15374

Re: [MOD WIP 0.6.X] TroZ Mod

Thanks for the feedback so far! Yes, I have programming experience, but this is my first time working with Lua. I'll try using game.player.force.getentitycount("radar") - that would definitely simplify some of the code :) I'll also look into adding on to the tables instead of replacing the...
by TroZ
Mon Sep 16, 2013 3:27 am
Forum: Modding help
Topic: Recipes with multiple output?
Replies: 5
Views: 3627

Recipes with multiple output?

Is it possible to have a recipe have multiple outputs? For example, is it possible to have the iron gear wheel recipe output 1 iron gear wheel and 1 iron scrap (left-overs from cutting out the gear teeth), so that later you could put 10 iron scrap in a furnace an get another iron-plate? I see this w...

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