Search found 555 matches
- Tue Jun 02, 2015 12:24 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 37043
Re: [0.11.20] Right-To-Left languages are presented Left-To-Right in the menus
The problem will come when an update is done (and that's another bug I reported but got shot down) - if the file is changed, it's got new CRC and that makes the update fail. I'll need to send the new translation file to the #devs to integrate into the version before a new update comes. But, if ther...
- Thu May 28, 2015 9:45 am
- Forum: Mods
- Topic: [MOD][WIP] Rocket Express
- Replies: 12
- Views: 27196
Re: [MOD][WIP] Rocket Express
First release is out for test. Disclaimer: WIP content. Items vanishing or duplicating might happen, but should not.
- Wed May 27, 2015 1:42 pm
- Forum: Mods
- Topic: [MOD][WIP] Rocket Express
- Replies: 12
- Views: 27196
Re: [MOD][WIP] Rocket Express
I'm sorry to say the delivery system is not suitable for explosives. Recent tests have ended up by exploding.
- Tue May 19, 2015 2:36 pm
- Forum: Mods
- Topic: [MOD][WIP] Rocket Express
- Replies: 12
- Views: 27196
[MOD][WIP] Rocket Express
Item delivery system with rockets. Thank you Gammro
Launch test -video
Mod adds 3 tiers of itempods and rocketports, but has graphics only for itempod-1 and coding only covers mostly tier 1 stuff, item requester and explosive requester.
Downloads:
rocket-express_0.1.1.zip
Launch test -video
Mod adds 3 tiers of itempods and rocketports, but has graphics only for itempod-1 and coding only covers mostly tier 1 stuff, item requester and explosive requester.
Downloads:
rocket-express_0.1.1.zip
- Tue May 12, 2015 12:35 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Easier Biters
- Replies: 2
- Views: 3240
Re: [Idea] Easier Biters
Best not to alter those files. Mismatch data in mp. Also updater might not like it. I suggest a mod.
e.g. data.lua has hp and dmg factors in first to lines. I left both at 50%
I did not add worm hp alternations (worms are turrets, if someone wants take a look.)
e.g. data.lua has hp and dmg factors in first to lines. I left both at 50%
I did not add worm hp alternations (worms are turrets, if someone wants take a look.)
- Tue May 12, 2015 11:30 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227654
Re: [MOD 0.11.x] Autofill
Could you put a ceiling on the maximum number of items inserted, even after fuel value is taken into account? Yes, I have added limiter for next release. And if no one is against, I think I will make 1 fuel item per burner-inserter default? And for gun turrets, they do have an automated_ammo_count ...
- Mon May 11, 2015 5:54 pm
- Forum: Show your Creations
- Topic: Compact Smelting with Buffer Chests
- Replies: 6
- Views: 14817
Re: Compact Smelting with Buffer Chests
Im still using this for smelting https://forums.factorio.com/forum/vie ... ?f=8&t=181
- Mon May 11, 2015 4:57 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227654
Re: [MOD 0.11.x] Autofill
ok there is only one way of make those commands shorter that is to have them in map's gamescript and that requires use of custom scenariors. I could do freeplay & sandbox scenariors with autofill. Cons: Starting game requires you to launch custom scenarior, save it and load it as mp game. Or add...
- Mon May 11, 2015 11:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227654
Re: [MOD 0.11.x] Autofill
... Yes, especially if the console command is something simple, something that most players can remember and then type easily, without having to copy/paste it, like "liauto". If implemented, that would be super nice! I had this first /c remote.call("autofill","resetUser&quo...
- Mon May 11, 2015 8:40 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227654
Re: [MOD 0.11.x] Autofill
I like this mod a lot, but it'd be much nicer to have a "lower impact" version that only does auto-fill in the truly annoying cases, namely Burner Inserters and Gun Turrets. Also, in general, auto-fill should fill only to the same max as Inserters do, i.e. 5 Coal for Furnaces (and even mo...
- Wed May 06, 2015 8:26 pm
- Forum: Modding help
- Topic: [Solved] Need little help for a item filter
- Replies: 6
- Views: 2140
Re: [Solved] Need little help for a item filter
hmm this one relies on naming. Name of object needs to be same in both item and entity form, which usually is the case.
edit: little fix
Code: Select all
if game.entityprototypes[item.stack.name] and game.entityprototypes[item.stack.name].type == "resource" then
- Wed May 06, 2015 2:19 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227654
Re: [MOD 0.11.x] Autofill
1.3.1
Added ammo for car.
You might need reset to change settings.
Added ammo for car.
You might need reset to change settings.
Code: Select all
/c remote.call("autofill", "resetUser", "yourname")
- Wed May 06, 2015 8:36 am
- Forum: Modding help
- Topic: Artillery Cannon help required
- Replies: 12
- Views: 4133
Re: Artillery Cannon help required
You can't simply use the entity as a table index, as they change. So to find a specific one (or to prevent adding the same biter multiple times) you'll have to loop the table and compare them with entity.equals() This is about to change as they are ready to remove equals-method, because LuaObjects ...
- Wed May 06, 2015 8:28 am
- Forum: Modding help
- Topic: [Solved] Need little help for a item filter
- Replies: 6
- Views: 2140
Re: Need little help for a item filter
Even though solved. I want to post additional tips. If you have alot of item names to filter you can use table. filter = { coal = true, ["raw-wood"] = true, ["solid-fuel"] = true } -- if filter[item.stack.name] then or if you want fuel items you can do if game.itemprototypes[item...
- Mon May 04, 2015 8:26 pm
- Forum: Modding help
- Topic: I just can't figure this out, what am I doing wrong?
- Replies: 6
- Views: 1888
Re: I just can't figure this out, what am I doing wrong?
I was able to bracket the problem in entity.lua (technology.lua will have problem too)
I think I could make dataloader raise error in these cases (missing brackets) and see if devs like it.
I think I could make dataloader raise error in these cases (missing brackets) and see if devs like it.
- Sun May 03, 2015 8:24 pm
- Forum: Modding help
- Topic: Help o.o.. Things broke o.O!
- Replies: 5
- Views: 1730
Re: Help o.o.. Things broke o.O!
@first post.
Copy line 2
Paste between 28-29 and 8-9
Remove line 2
hmm mayby I should take use of "final-fixes" and not mess with dataloader anymore.
Copy line 2
Paste between 28-29 and 8-9
Remove line 2
hmm mayby I should take use of "final-fixes" and not mess with dataloader anymore.
- Mon Apr 27, 2015 6:12 am
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 103514
Re: Introduction, Downloads & Release history
Thank you for your excellent work again! :D This is my translation text for zh-CN:(format UTF-8withoutBOM) test-mode_0.11.7\locale\zh-CN\test-mode.cfg [test-mode] activate-mod=启动作弊模式吗? activation-failed=Activation failed. Invalid username: __1__ name=test-mode菜单 frametitle=Test mode 窗口 tab1=游戏设置 ta...
- Thu Apr 16, 2015 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.21] concatenation problems
- Replies: 1
- Views: 2549
[0.11.21] concatenation problems
I think we have forgot to report this. concatenation does not work with print and setgoaldescription -methods. End result for these console commands is empty string. /c game.player.setgoaldescription({"", "qwerty", "QWERTY"}) /c game.player.print({"", "qw...
- Mon Apr 13, 2015 8:36 am
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 41801
Re: [0.11.xx](almost)Pointless mod 0.0.0.3.1
What if you make fluid recipe like water to crude oil, add it in new crafting category called "handcrafting" and include the category only for player prototype.
- Thu Apr 09, 2015 6:55 am
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 41801
Re: [0.11.xx](almost)Pointless mod 0.0.0.2
I had one.Koub wrote:A weapon that heals damaged trees when shot at them