Search found 39 matches
- Sat Mar 25, 2017 10:41 pm
- Forum: Bob's mods
- Topic: [14.0] I can't find lithia water, only found ground water
- Replies: 4
- Views: 2635
Re: [14.0] I can't find lithia water, only found ground water
Sorry, I could finally find it after repeating generating map more than 10 times..
- Sat Mar 25, 2017 10:35 pm
- Forum: Bob's mods
- Topic: [14.0] I can't find lithia water, only found ground water
- Replies: 4
- Views: 2635
Re: [14.0] I can't find lithia water, only found ground water
I found "bobmods.config.ores.EnableWaterOres = true"
in bobconfig_0.14.0/config.lua.
in bobconfig_0.14.0/config.lua.
- Sat Mar 25, 2017 10:29 pm
- Forum: Bob's mods
- Topic: [14.0] I can't find lithia water, only found ground water
- Replies: 4
- Views: 2635
Re: [14.0] I can't find lithia water, only found ground water
I also cant find lithia water in map generation dialog.
- Sat Mar 25, 2017 10:10 pm
- Forum: Bob's mods
- Topic: [14.0] I can't find lithia water, only found ground water
- Replies: 4
- Views: 2635
[14.0] I can't find lithia water, only found ground water
I am using bobmining,bobconfig 14.0 and with full set, I can't find lithia water ground patch.
I can only find Ground water patches and no lithia water pumped out from them.
Is it possible to extract lithium from this Ground Water?
I can only find Ground water patches and no lithia water pumped out from them.
Is it possible to extract lithium from this Ground Water?
- Sun Apr 03, 2016 10:37 pm
- Forum: Modding help
- Topic: How to add a new type of logistic robots?
- Replies: 3
- Views: 1557
Re: How to add a new type of logistic robots?
I just want to modify destination position of a construction/logistic bot from Lua,
but not found that API in tutorial and Factorio HTML documents included in game.
but not found that API in tutorial and Factorio HTML documents included in game.
- Sat Apr 02, 2016 6:01 pm
- Forum: Modding help
- Topic: How to add a new type of logistic robots?
- Replies: 3
- Views: 1557
How to add a new type of logistic robots?
Hi, I just want to add a new type of logistic robots that can go out of the roboport control area and do something.
I want to color it differently.
I searched factoriomods.com and Lua documents, but I can't find any way to add robot type.
Is there a way to do this?
I want to color it differently.
I searched factoriomods.com and Lua documents, but I can't find any way to add robot type.
Is there a way to do this?
- Sat Apr 02, 2016 11:57 am
- Forum: Modding help
- Topic: How to make a MOD that plays factorio automatically
- Replies: 2
- Views: 1405
Re: How to make a MOD that plays factorio automatically
Oh, got it, thanks...!
- Sat Apr 02, 2016 9:29 am
- Forum: Modding help
- Topic: How to make a MOD that plays factorio automatically
- Replies: 2
- Views: 1405
How to make a MOD that plays factorio automatically
Hi, I wanted to make an AI program that play factorio as a normal player, that means, it don't modify game nor cheats, just play it automatically. I have found that I can't command the player to craft inside inventory from Lua. To automate crafting, I searched how to generate events to GUI and manip...
- Fri Aug 14, 2015 11:25 am
- Forum: Show your Creations
- Topic: Rocket-count trial on 0.12
- Replies: 7
- Views: 15011
Re: Rocket-count trial on 0.12
I could put prod.mod in rocket silo and more intermediate products.
It looks to be better than 1.666.
I also noticed my factory have to be re-optimized to maximize prod.mod usage. Fun!
thanks
It looks to be better than 1.666.
I also noticed my factory have to be re-optimized to maximize prod.mod usage. Fun!
thanks
- Fri Aug 14, 2015 4:11 am
- Forum: Show your Creations
- Topic: Rocket-count trial on 0.12
- Replies: 7
- Views: 15011
Re: Rocket-count trial on 0.12
I'll try it!
I don't know how much it improves if every module is replaced by prod. module.
Can I expect 2x times?
I don't know how much it improves if every module is replaced by prod. module.
Can I expect 2x times?
- Fri Aug 14, 2015 1:03 am
- Forum: Show your Creations
- Topic: Rocket-count trial on 0.12
- Replies: 7
- Views: 15011
Rocket-count trial on 0.12
Hi, I am trying Rocket count, with these settings: - Resources: Very big, Very rich - Enemy never attack first - Speeding up with /c game.speed=xx Today I had got a milestone of 1000 rockets. Next milestone is of course 10k rockets. It can generate 1~2 rockets per minute with 15x game speed. I consu...
- Sun Nov 02, 2014 1:42 pm
- Forum: Gameplay Help
- Topic: How to use Lua console in 0.11.1?
- Replies: 2
- Views: 1812
Re: How to use Lua console in 0.11.1?
thank you very much! It worked.
- Sun Nov 02, 2014 5:21 am
- Forum: Gameplay Help
- Topic: How to use Lua console in 0.11.1?
- Replies: 2
- Views: 1812
How to use Lua console in 0.11.1?
Hi, I used to activate Lua console in 0.10 to use game.speed=5,
but I can't use it in 0.11.
Is the feature omitted in 0.11?
I can open text input line by pressing "Toggle Lua console" key config, but
the text is not parsed as a Lua script.
How to use Lua console in 0.11?
but I can't use it in 0.11.
Is the feature omitted in 0.11?
I can open text input line by pressing "Toggle Lua console" key config, but
the text is not parsed as a Lua script.
How to use Lua console in 0.11?
- Sat Sep 06, 2014 9:50 pm
- Forum: Resolved Problems and Bugs
- Topic: game can't start "basic_string::_S_construct NULL not valid"
- Replies: 18
- Views: 7316
Re: game can't start "basic_string::_S_construct NULL not va
Thanks, and finally I could start factorio!
- Sun Aug 31, 2014 12:38 am
- Forum: Resolved Problems and Bugs
- Topic: game can't start "basic_string::_S_construct NULL not valid"
- Replies: 18
- Views: 7316
Re: game can't start "basic_string::_S_construct NULL not va
This still occurs in 0.10.9.
- Tue Aug 26, 2014 8:38 pm
- Forum: Resolved Problems and Bugs
- Topic: game can't start "basic_string::_S_construct NULL not valid"
- Replies: 18
- Views: 7316
Re: game can't start "basic_string::_S_construct NULL not va
Hi, I can't find any crash log in /Users/kengonakajima/Library/Application Support/CrashReporter when this happens. (Normal in-game crash generates plist file in this folder.) This is 0.10.8. LLDB backtrace shown below. This backtrace is got by ctrl-c after the program stopped. [@mbp2013 MacOS]$ lld...
- Mon Aug 25, 2014 10:03 pm
- Forum: Implemented Suggestions
- Topic: Copy from factory to requester chest
- Replies: 6
- Views: 3610
Re: Copy from factory to requester chest
good idea!!
- Sat Aug 16, 2014 4:12 am
- Forum: Resolved Problems and Bugs
- Topic: game can't start "basic_string::_S_construct NULL not valid"
- Replies: 18
- Views: 7316
Re: game can't start "basic_string::_S_construct NULL not va
This still occurs in 0.10.8.
- Fri Aug 01, 2014 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: game can't start "basic_string::_S_construct NULL not valid"
- Replies: 18
- Views: 7316
Re: game can't start "basic_string::_S_construct NULL not va
I tried 0.10.6, but it occured.
- Fri Aug 01, 2014 3:08 am
- Forum: Resolved Problems and Bugs
- Topic: game can't start "basic_string::_S_construct NULL not valid"
- Replies: 18
- Views: 7316
Re: game can't start "basic_string::_S_construct NULL not va
Hi, this still occurs on 0.10.5, and I run factorio.app in LLDB and got a trace. please see below: [@mbp2013 /Applications]$ lldb ./factorio.app Current executable set to './factorio.app' (x86_64). (lldb) r Process 1124 launched: '/Applications/factorio.app/Contents/MacOS/factorio' (x86_64) 12:05:41...