Search found 148 matches
- Tue Feb 25, 2014 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Chemical Plants Draining Fluid Before On Placement
- Replies: 7
- Views: 2958
Re: [0.9.1] Chemical Plants Draining Fluid Before On Placeme
may be you just lost items in input stacks?
- Tue Feb 25, 2014 11:06 am
- Forum: Modding help
- Topic: forbit carrying of some items.
- Replies: 3
- Views: 1358
forbit carrying of some items.
in making my mod i realized that i want to forbid some items be carryed by player.
How can i do this?
How can i do this?
- Tue Feb 25, 2014 6:14 am
- Forum: 1 / 0 magic
- Topic: [0.9.0-0.9.1] savegame loading error
- Replies: 2
- Views: 4193
- Mon Feb 24, 2014 9:44 pm
- Forum: Ideas and Suggestions
- Topic: my 2 cents on the oil industry
- Replies: 4
- Views: 2660
Re: my 2 cents on the oil industry
1)no-no, barrels must be crafted as other things of game, this add logistic. but may be add more using to barrels, like hude explosives, or just recycling. 2)may be yes, i thought about small building to pack to/unpack from barrels(forget how to say in english) 3)interesting, more complex, more mind...
- Mon Feb 24, 2014 6:39 am
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4683
Re: Make splitters smaller
I like the idea of 1x1 splitters, but with a twist... Hear me out. 1x1 splitter wouldn't split per se. it would have an "arrow" pointing to 1 side, then you coud ADD another 1x1 splitter in the arrow, making it to be the regular splitter we all know and (some) love. BUT ( AND THIS IS THE ...
- Mon Feb 24, 2014 6:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] 'Missing Translation' objective
- Replies: 2
- Views: 1155
Re: [0.9.1] 'Missing Translation' objective
campaing not adapted to 0.9.x.
use 0.8.8 to play campaing.
use 0.8.8 to play campaing.
- Sun Feb 23, 2014 2:18 pm
- Forum: Ideas and Suggestions
- Topic: preserve manually added items in the crafting queue
- Replies: 8
- Views: 4214
Re: preserve manually added items in the crafting queue
How the game must determine or you do all items from stratch or you use smart craft?
- Sun Feb 23, 2014 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4683
Re: Make splitters smaller
interesting, is it a way to add the modded splitters with custom outputs?
or we just limited to standart layout?
as i think we can use 3 sided.
and 2 sided better be as side-output, not two lined.
or we just limited to standart layout?
as i think we can use 3 sided.
and 2 sided better be as side-output, not two lined.
- Sat Feb 22, 2014 9:15 am
- Forum: Mods
- Topic: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows only)
- Replies: 29
- Views: 27915
Re: [MOD 0.8.8] iMod - Nuclear power! (64-bit Windows on
x64 is question of library, am i wrong?
you can easy build it for x86, also you can download x86 factorio for test.
btw, is any big reason for using dll? i look at source and dont find anything special.
you can easy build it for x86, also you can download x86 factorio for test.
btw, is any big reason for using dll? i look at source and dont find anything special.
- Fri Feb 21, 2014 12:09 pm
- Forum: Modding help
- Topic: Generate resources in play time.
- Replies: 4
- Views: 1812
Generate resources in play time.
Hello again.
I wanna make something like resource surveing.
mainly i wanna do somethink like survey bot, but i didnot see that this is possible.
So i think about georadar.
But i cannot find, which event i must use to imitate something like scanning?(and also how to create resources)
I wanna make something like resource surveing.
mainly i wanna do somethink like survey bot, but i didnot see that this is possible.
So i think about georadar.
But i cannot find, which event i must use to imitate something like scanning?(and also how to create resources)
- Fri Feb 21, 2014 9:17 am
- Forum: Modding help
- Topic: Starter items
- Replies: 6
- Views: 4006
Re: Starter items
i override base mod, so i'm not really thinking about other mods now.
thanks, i will try when i'll by at home.
thanks, i will try when i'll by at home.
- Fri Feb 21, 2014 8:18 am
- Forum: Modding help
- Topic: Starter items
- Replies: 6
- Views: 4006
Re: Starter items
i mean items for custom generated world, not scenarios.
- Fri Feb 21, 2014 6:34 am
- Forum: Modding help
- Topic: Starter items
- Replies: 6
- Views: 4006
Starter items
i making my mod as total overhault of base game, so i need to change(change, not add) items with which the player starts. so, how can i do this?
- Wed Feb 19, 2014 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Some suggestions(or may be even requests)
- Replies: 15
- Views: 9330
Re: Some suggestions(or may be even requests)
That is a lot of suggestions / requests :D yep, i know, but most things i missed with 0.9. This is definitely planned. Nice ^^. The idea for composable turret is quite interesting. We actually plan to do a similar thing as the armor for the car / tank - it could be done in a similar fashion. i took...
- Wed Feb 19, 2014 2:45 pm
- Forum: Implemented Suggestions
- Topic: Hotkey bar being actual inventory slots is weird
- Replies: 7
- Views: 3045
Re: Hotkey bar being actual inventory slots is weird
this may be strange, but i agree with you, linking to inventory will be better
- Wed Feb 19, 2014 9:50 am
- Forum: Gameplay Help
- Topic: [0.9]Clear toolbar filter slot
- Replies: 2
- Views: 2794
[0.9]Clear toolbar filter slot
How i can clear toolbar filter?
i found how to change it, but cannot clear it.
i found how to change it, but cannot clear it.
- Wed Feb 19, 2014 9:33 am
- Forum: Ideas and Suggestions
- Topic: Some suggestions(or may be even requests)
- Replies: 15
- Views: 9330
Some suggestions(or may be even requests)
In general: - fluid wagon(with wagon pump stations). - fluid power source for furnaces, burners, transport, etc(with fuel tank support). - for transport must be fuel stations. - electric power source for transport(with accumulator support). - multiple item fuel requrements(for example for steam loco...
- Wed Feb 19, 2014 6:27 am
- Forum: Not a bug
- Topic: [0.9.0] Logistics bots may bring more items than set
- Replies: 3
- Views: 4867
Re: [0.9.0] Logistics bots may bring more items than set
they also will give you more items if you ask less then they carry limit(if you ask 1, but robots can carry 2, they will carry 2 items to you)
- Wed Feb 19, 2014 6:20 am
- Forum: Modding help
- Topic: Access prototypes in-game?
- Replies: 6
- Views: 2450
Re: Access prototypes in-game?
Code: Select all
game.player.force.recipes["repair-pack"]
- Tue Feb 18, 2014 1:59 pm
- Forum: Modding help
- Topic: limit fuel type for burner
- Replies: 7
- Views: 2774
Re: limit fuel type for burner
will wait this moment.kovarex wrote:Adding fuel categories would be useful and not hard to do, we might do it someday soon.