Search found 157 matches

by johanwanderer
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 ...
by johanwanderer
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?
by johanwanderer
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.
by johanwanderer
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...
by johanwanderer
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.
by johanwanderer
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...
by johanwanderer
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....
by johanwanderer
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.
by johanwanderer
Thu Jul 30, 2015 11:26 pm
Forum: General discussion
Topic: Combat robots useless?
Replies: 48
Views: 23751

Re: Combat robots useless?

Zhab wrote:And yet... according to the dev tapping space bar does nothing... Hmmmm.
Just hold down the spacebar. No reason to tap it.
by johanwanderer
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...
by johanwanderer
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/
by johanwanderer
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.
by johanwanderer
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

Rseding91 wrote:That's expected behavior.
on_load is called right after the game is saved and when the user loads the game.
Except that on_load is currently NOT called when the user first load the game.
by johanwanderer
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

kosievdmerwe wrote:I did a forum search and a quick glance didn't show me anything, didn't think this would be in the wiki!
I was referring to this: https://forums.factorio.com/wiki/inde ... ve_numbers
by johanwanderer
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...
by johanwanderer
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 ...
by johanwanderer
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...
by johanwanderer
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...
by johanwanderer
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
by johanwanderer
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

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