Search found 157 matches
- Mon Aug 03, 2015 4:08 pm
- Forum: Modding help
- Topic: MP efficient events.
- Replies: 8
- Views: 3643
Re: MP efficient events.
Lua's random is attached to global map seed. If you can guarantee exact order of calls (same random calls on all clients) it will work correctly. Great! I think that only left the player (via GUI events) as the sole source of randomness. Now this deviates from the thread's main point, but is there ...
- Sat Aug 01, 2015 6:28 am
- Forum: Mods
- Topic: [MOD 0.12.x] Aircraft
- Replies: 65
- Views: 101700
Re: [0.12.] Aircraft
Cool mod and video! Question, what is the purple thingy that shoot laser beams?
- Sat Aug 01, 2015 6:17 am
- Forum: Ideas and Requests For Mods
- Topic: [Need help] Concrete covered rails
- Replies: 4
- Views: 6526
Re: [Need help] Concrete covered rails
It would be informative to see a side-by-side comparison of the vanilla and modded tracks, especially near the transition from concrete -> dirt floor.
- Sat Aug 01, 2015 3:05 am
- Forum: Modding help
- Topic: MP efficient events.
- Replies: 8
- Views: 3643
Re: MP efficient events.
Factorio doesn't sync mod data runtime (it's determistic so they always run the same on every client). However, it could easily be a mod that was coded poorly and is halting the game while it runs the code in the mod. You can press F4 and enable the "update times" option to see which mods...
- Fri Jul 31, 2015 4:31 pm
- Forum: Implemented Suggestions
- Topic: Circuit network sending warning messages
- Replies: 6
- Views: 2602
Re: Circuit network sending warning messages
There's also the resource monitor mod.
- Fri Jul 31, 2015 4:25 pm
- Forum: Modding help
- Topic: When is a factorio-object "invalid"?
- Replies: 3
- Views: 1862
Re: When is a factorio-object "invalid"?
So pretty straight forward, I think I just made a mistake then. Thank you. Think of invalid objects as dangling pointer references. There are quite a few way an object can be removed from the game (and not all of it will be under your control, so it might not be your fault*.) so the ".valid&qu...
- Fri Jul 31, 2015 4:09 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Large, filterable chests
- Replies: 32
- Views: 49388
Re: [0.12.x] Large, filterable chests
Would it be possible to make the chest be laid down by construction bots? Currently when creating a blueprint I only get the temporary piece of railroad and not the actual chest itself. Unfortunately no. Because the "chest" is actually a cargo wagon, it requires a piece of rail to sit on....
- Fri Jul 31, 2015 12:27 am
- Forum: Implemented mod requests
- Topic: [0.12.1] remove_item doesn't seem to work
- Replies: 8
- Views: 13314
Re: [0.12.1] remove_item doesn't seem to work
Did you try different inventory? There is get_inventory(x) and get_output_inventory(x).
I usually surround that with a pcall because I haven't been able to figure when it is appropriate to have x > 1.
I usually surround that with a pcall because I haven't been able to figure when it is appropriate to have x > 1.
- Thu Jul 30, 2015 11:26 pm
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23751
Re: Combat robots useless?
Just hold down the spacebar. No reason to tap it.Zhab wrote:And yet... according to the dev tapping space bar does nothing... Hmmmm.
- Thu Jul 30, 2015 10:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Large, filterable chests
- Replies: 32
- Views: 49388
Re: [0.12.x] Large, filterable chests
I've been trying to open the prototype files with Notepad+, but it seems to be set to read-only. The only way to edit the files, I've found, is to open it in Notepad, save as a .TXT, then rename the file extension from TXT to LUA. Once I've done that, I can open it in Notepad++. The reason for that...
- Thu Jul 30, 2015 6:36 pm
- Forum: Modding discussion
- Topic: Visual Studio Lua Plugin!
- Replies: 7
- Views: 12451
Re: Visual Studio Lua Plugin!
For those of us who are a bit more... old school
Lua plugin for Visual Studio 2005:
http://luaforge.net/projects/lualangpack/
Lua plugin for Visual Studio 2005:
http://luaforge.net/projects/lualangpack/
- Wed Jul 29, 2015 6:47 pm
- Forum: Gameplay Help
- Topic: Outpost resupply and robots.
- Replies: 3
- Views: 5793
Re: Outpost resupply and robots.
I don't think you can do that quite yet. At least not until the sensors stuff can report the number of robots in the network.
- Wed Jul 29, 2015 6:45 pm
- Forum: Not a bug
- Topic: [0.12.1] Mods' on_load event called at the wrong time
- Replies: 2
- Views: 3307
Re: [0.12.1] Mods' on_load event called at the wrong time
Except that on_load is currently NOT called when the user first load the game.Rseding91 wrote:That's expected behavior.
on_load is called right after the game is saved and when the user loads the game.
- Wed Jul 29, 2015 6:42 pm
- Forum: Not a bug
- Topic: [0.12.1] Negative count in logistic network
- Replies: 3
- Views: 4216
Re: [0.12.1] Negative count in logistic network
I was referring to this: https://forums.factorio.com/wiki/inde ... ve_numberskosievdmerwe wrote:I did a forum search and a quick glance didn't show me anything, didn't think this would be in the wiki!
- Wed Jul 29, 2015 6:31 pm
- Forum: Show your Creations
- Topic: My first drone-automated base
- Replies: 42
- Views: 28390
Re: My first drone-automated base
Can you create a "network within a network" using the colored wires? As in, force a smart inserter to only focus on the one chest it's linked to? As the posters above already said, you can definitely do that. However, another option is to separate your logistics into smaller, disjointed n...
- Wed Jul 29, 2015 4:49 am
- Forum: Not a bug
- Topic: [0.12.1] Negative count in logistic network
- Replies: 3
- Views: 4216
Re: [0.12.1] Negative count in logistic network
This has happened since the beginning. It's even on the wiki :) (doesn't make it less of a bug) I'm guessing if you have 2 steel pieces in a chest, and a robot comes for it (carrying size = 5) it might reserve 5 pieces (making -3 in the display). It's kind of annoying to see numbers bouncing up and ...
- Wed Jul 29, 2015 4:37 am
- Forum: Show your Creations
- Topic: My first drone-automated base
- Replies: 42
- Views: 28390
Re: My first drone-automated base
A fully robot-transported factory. That's pretty cool. I usually have half of my factory running on belts, and the lazy half (for things I only need occasionally) run on robots. But yes, use smart inserters to move products from assemblers into providers. Since everything is already connected as par...
- Wed Jul 29, 2015 4:13 am
- Forum: Gameplay Help
- Topic: Such Question Much Wow
- Replies: 6
- Views: 10817
Re: Such Question Much Wow
How much Sulfer to Sulfuric acid to Batteries do I need? Please use lowest ratio OR most efficient ratio. Could also use a layout using either sulfuric acid storage or pumping the sulfuric acid into chem plants for batteries. I make sulfuric acid separately, and pipe them to where ever batteries ar...
- Wed Jul 29, 2015 3:54 am
- Forum: Mods
- Topic: [MOD 0.12.X] Galactic Trade
- Replies: 179
- Views: 123044
Re: [0.12]Galactic Trade
Looks like there is a bug with on_load(). I reported it here: https://forums.factorio.com/forum/vie ... =7&t=14231
- Wed Jul 29, 2015 3:50 am
- Forum: Modding help
- Topic: Power Armor Enhancement
- Replies: 35
- Views: 11624
Re: Power Armor Enhancement
Looks like there is a bug with on_load(). I reported it here: https://forums.factorio.com/forum/vie ... =7&t=14231