Search found 157 matches
- Wed Jul 29, 2015 3:49 am
- Forum: Not a bug
- Topic: [0.12.1] Mods' on_load event called at the wrong time
- Replies: 2
- Views: 3307
[0.12.1] Mods' on_load event called at the wrong time
In version 0.12.1 (didn't test with 0.12.0), mods' on_load events are called when the user save a game, not when the user load it. Please see the attached (test) mod LongTestEvents_0.12.1.zip require "defines" ----------------------------------------------------------- -- utility functions...
- Tue Jul 28, 2015 6:46 pm
- Forum: Implemented Suggestions
- Topic: Blueprint "vault"
- Replies: 2
- Views: 1383
Blueprint "vault"
I know we can already import/export blueprints via the blueprint string mod, but it would be great for the game to have an interface to store cross-game contents. Basically, a kind of chest that have a permanent backing for anything that is stored in it. Come to think of it, we might be able to just...
- Tue Jul 28, 2015 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Compound Combinators (complex logic in a single building)
- Replies: 9
- Views: 4234
Re: Compound Combinators (complex logic in a single building)
I think this is a great idea, especially if you can import/export (or buy/sell via the market) these "chips".
Edit: added a separated suggestion on the ability to import/export things here: https://forums.factorio.com/forum/vie ... =6&t=14218
Edit: added a separated suggestion on the ability to import/export things here: https://forums.factorio.com/forum/vie ... =6&t=14218
- Mon Jul 27, 2015 4:52 pm
- Forum: Modding help
- Topic: Creating a furnace that uses no energy.
- Replies: 4
- Views: 2196
Re: Creating a furnace that uses no energy.
Thank you for your reply, I have concidered it, but how will I let a furnace output multiple items while providing no actual input other than fuel? That you might have to do on a on_tick() event in control.lua. Take a look at Bob's mod. He has an in-land water pump (produces water out of thin air) ...
- Mon Jul 27, 2015 5:01 am
- Forum: Frequently Suggested / Link Collections
- Topic: Planes
- Replies: 5
- Views: 9585
Re: Planes
The "Tutorial" mod does exactly that.
- Mon Jul 27, 2015 4:56 am
- Forum: Modding help
- Topic: Creating a furnace that uses no energy.
- Replies: 4
- Views: 2196
Re: Creating a furnace that uses no energy.
You might be able to make your "scrap" a type of fuel? That way you can directly burn it in current furnaces and stuff. Afterward, you can also create a recipe that make ores and stuff from scrap.
- Sun Jul 26, 2015 3:37 am
- Forum: Modding help
- Topic: Miner structure that uses fluid
- Replies: 2
- Views: 1412
Re: Miner structure that uses fluid
Is it possible via pure data to make a mining drill that requires lubricant to run? I was thinking about making a deep mining drill, which specifically mines extra patches of unbound ore of each type. However, I wanted it to be dependent on lubricant to run. I don't think so. The prototypes defined...
- Sun Jul 26, 2015 3:30 am
- Forum: Technical Help
- Topic: [0.12.1] DESYNC, DESYNC, DESYNC!
- Replies: 4
- Views: 3709
Re: [0.12.1] DESYNC, DESYNC, DESYNC!
Any mods (both you and your friend)?antonpersson99 wrote:Srsly, I need help with this. Wanna play with my friend!
- Sun Jul 26, 2015 3:27 am
- Forum: Gameplay Help
- Topic: How do I set the filter on a smart inserter?
- Replies: 7
- Views: 8770
Re: How do I set the filter on a smart inserter?
I tried reinstalling, started a new game incase the saves were borked. Have no mods, still no luck. Thanks anyways. Guess it might be a bug then? /M It could be, but instead of re-installing, can you try to download the ZIP version and unzip / run it there? It might be there are something wonky goi...
- Sat Jul 25, 2015 7:23 pm
- Forum: Gameplay Help
- Topic: How do I set the filter on a smart inserter?
- Replies: 7
- Views: 8770
Re: How do I set the filter on a smart inserter?
The smart inserters have 4 sets of slots (your picture shows 2 sets.) The top most set (5 slots) allow you to place filters for the inserters. If any of those slots are filled, the inserters will only move those items. The green circuit slots -- only visible if the inserter is connected with a green...
- Sat Jul 25, 2015 7:06 pm
- Forum: Ideas and Suggestions
- Topic: More Robotic Options
- Replies: 5
- Views: 2486
Re: More Robotic Options
ssilk and I had a long discussions on this, starting here:
https://forums.factorio.com/forum/vie ... 906#p93906
https://forums.factorio.com/forum/vie ... 906#p93906
- Sat Jul 25, 2015 4:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] [Michal] Last inserter at a station misses cargo wagon
- Replies: 8
- Views: 5134
Re: [0.12.1] Last inserter at a station misses cargo wagon
You can enable the debug mode ((F4 / F5? ) to see the actual hit boxes of the wagons. Is this something that worked in previous versions? I don't like long trains because of this very reason. It's so difficult to line up all the inserters.
- Fri Jul 24, 2015 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1]Turrets don't attack one biter.
- Replies: 6
- Views: 2014
Re: [0.12.1]Turrets don't attack one biter.
It must be a friendly bitter
- Fri Jul 24, 2015 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Repair Tower
- Replies: 15
- Views: 5779
Re: Repair Tower
Now it feels like a challenge Let's table this for now. I'll see if I can mock up a mod that does some of this stuff, and let's see if it's even useful or fun. And I'll put a hard limit of the number of crawlies you can build.
- Fri Jul 24, 2015 3:08 pm
- Forum: News
- Topic: Friday Facts #96 - The fixing phase
- Replies: 51
- Views: 37774
Re: Friday Facts #96 - The fixing phase
Just my $0.02 on the poster / picture: that one only depicts a single phase of the game, namely, the oil phase. It might make the game feel "dirty" with all those pollution. Why not have something with a larger perspective? For example, looking from the oil field to the roboport powered by...
- Fri Jul 24, 2015 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Repair Tower
- Replies: 15
- Views: 5779
Re: Repair Tower
The argument for me is the same as here on earth: Why by the hell should a robot be able to walk if flying is so much more practical? My idea was for something that can be used before flying robots become the norm. Think of the early game, when you spend 30 minutes trying to get the factory started...
- Fri Jul 24, 2015 2:17 pm
- Forum: Modding help
- Topic: Dummy generator for power production
- Replies: 2
- Views: 1780
Re: Dummy generator for power production
There is some thing wonky going on with power generation and storage in 0.12. This may be part of that bug.
- Fri Jul 24, 2015 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Shift/Control clicking with Logistic trash slots
- Replies: 12
- Views: 5163
Re: [0.12.0] Shift/Control clicking with Logistic trash slots
PS: I was actually expecting the trash slots to work differently, similar to how the requester slots work: You only define a number of an item type specifying how many you intend to keep (or 0 if you want to get rid of them all). That way if your inventory is full of trees you can just tell it to “...
- Thu Jul 23, 2015 6:34 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 0.12] RoboStats
- Replies: 5
- Views: 20627
Re: [MOD 0.12] RoboStats
If you hover your mouse over a logistic chest in 0.12, it shows you the breakdown of all robots in that network.
- Thu Jul 23, 2015 6:25 pm
- Forum: Modding help
- Topic: Power Armor Enhancement
- Replies: 35
- Views: 11623
Re: Power Armor Enhancement
Also you can use the following if you want to make debug mod interfaces that print to the calling player: remote.add_interface("ModularArmor", { print = function(text) game.local_player.print(text) end }) This will however only work if called from a player through the console. If another ...