Search found 1524 matches
- Sun Mar 06, 2016 2:53 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 275331
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Hi, very nice mod. It just seems to have problems with other mods that also "desincarnate" player / changing character. For example : YARM (https://forums.factorio.com/viewtopic.php?f=92&t=16698&hilit=yarm) provides this kind of extra-view when you teleport to watch a ressource fie...
- Sun Mar 06, 2016 9:03 am
- Forum: Show your Creations
- Topic: Maps on the web ?
- Replies: 8
- Views: 6630
Re: Maps on the web ?
well forget it, I suppress all other mods, and one of them was probably faulty because now it works ! as a newbie, I am impressed !!! the size of it !!! i have a stupid question : but how do you manage such a map ? do you use god mode to travel quickly from one point to another ? especially when you...
- Sun Mar 06, 2016 8:43 am
- Forum: Modding help
- Topic: Drive Assist Error code Help
- Replies: 8
- Views: 4043
Re: Drive Assist Error code Help
I do it is personal tweak that works with 0.12.8 as well as putting in NW, NE, ect. , but as it is work based on the original code I feel it is not for me to release it. ah ok. Maybe, you can post it as an attachement in the next message, saying that it is a the disposal of the mod author if he cam...
- Sun Mar 06, 2016 2:03 am
- Forum: Modding help
- Topic: Drive Assist Error code Help
- Replies: 8
- Views: 4043
Re: Drive Assist Error code Help
Yes, but previous message said "Update. Problem solved.", so I thought that someone has an update...Koub wrote:As you may have seen in the mod's title, it vas made for 0.11.x : viewtopic.php?f=87&t=6232
You're now playing 0.12.25. Mod is currently outdated.
- Sun Mar 06, 2016 1:57 am
- Forum: Show your Creations
- Topic: Maps on the web ?
- Replies: 8
- Views: 6630
Re: Maps on the web ?
woooo !
thanks for the sharing. It seems huge.
I put all the same mods as you, but after a few seconds, I have this message that i do not understand... (and the game quits the map)
thanks for the sharing. It seems huge.
I put all the same mods as you, but after a few seconds, I have this message that i do not understand... (and the game quits the map)
- Sat Mar 05, 2016 11:51 pm
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
Ok, but really, who would change the real game data according to the zoom value ?prg wrote:
That would be a question for the devs. Not sure if this would be a safe assumption so I guess they're trying to limit the potential for useless bug reports as much as possible.
- Sat Mar 05, 2016 10:20 pm
- Forum: Modding help
- Topic: Drive Assist Error code Help
- Replies: 8
- Views: 4043
Re: Drive Assist Error code Help
problem solved ? I installed DriveAssist 1.0.0 and it does not work. Is there a new version and where to get it ?
- Sat Mar 05, 2016 9:37 pm
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
But if you did something like if player1.zoom > .5 then player1.print("foo") else player1.print("bar") end you'd already get a desync. Well I do not exactly understand the way Factorio multiplay works and how clients exchange data, and what kind of limited data they exchange. Ve...
- Sat Mar 05, 2016 7:15 pm
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
Of course you would only use that to implement smooth zooming which might even work, but the next guy is going to change some of the game state that's supposed to be synchronized based on such a value and we'd have another desync report caused by a broken mod in the bug reports forum. I understand ...
- Sat Mar 05, 2016 5:07 pm
- Forum: Modding help
- Topic: Recovering my character ?
- Replies: 3
- Views: 1618
Re: Recovering my character ?
Well, after a few headaches, I found that this should do the trick in single player mode : function find_lost_character() surf = game.get_surface(1) for ch in surf.get_chunks() do a = {{ch.x * 32, ch.y * 32}, {ch.x * 32 + 32, ch.y * 32 + 32}} for k, entity in pairs(surf.find_entities_filtered({area=...
- Sat Mar 05, 2016 2:59 am
- Forum: Modding help
- Topic: Recovering my character ?
- Replies: 3
- Views: 1618
Recovering my character ?
As I'm playing with mod and god mode, I sometimes have problem to switch back to human. In general, I record my player.character into a variable before going into god, but, for example, if I forgot to go back into human before saving, I save in god mode, and when I came back later, reloading the fil...
- Sat Mar 05, 2016 2:26 am
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
Thanks for the idea !Supercheese wrote: At the moment, the way to do this is a tad circuitous: you have to spawn an entity at the player's position that has a sound effect associated (e.g. explosion). You can see examples of this in the mods I've made (see signature).
- Fri Mar 04, 2016 11:10 pm
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
great !Supercheese wrote:This functionality should be arriving in 0.13.binbinhfr wrote:In another subject, I would also love to have a way to detect keypress events.
I would also like the ability to play a little soundfile (not only in direct relation with a button click).
- Fri Mar 04, 2016 11:08 pm
- Forum: Modding help
- Topic: Constants of the API ?
- Replies: 4
- Views: 1334
Re: Constants of the API ?
woo ! thanks a lot.
I saw these demo* files, but I thought they were related to the demo version of the game only.
I saw these demo* files, but I thought they were related to the demo version of the game only.
- Fri Mar 04, 2016 10:55 pm
- Forum: Modding help
- Topic: Constants of the API ?
- Replies: 4
- Views: 1334
Re: Constants of the API ?
Styles are (for the most part) all defined In the core mod in the data folder. You can define them in any mod in the data.lua file or extended requires. OK, I found some of them. But for example, can you explain where I could see the original definition of this : data.raw["player"]["...
- Fri Mar 04, 2016 10:42 pm
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
if player1.zoom > threshold then A else B end The same code runs on every client, so the zoom of every player would need to be known to every other player and this simply isn't synchronized at the moment. Ok. I understand better, even if I don't know why the client of player2 would like to read zoo...
- Fri Mar 04, 2016 9:50 pm
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
Zoom is not saved in the game save file. So, you read it at one moment and it says "1.3" and then someone joins the multiplayer game and the script on their computer reads the zoom of player 1 which is now 1 (default) because zoom wasn't saved and the 2 players games are reporting differe...
- Fri Mar 04, 2016 3:53 pm
- Forum: Modding help
- Topic: Constants of the API ?
- Replies: 4
- Views: 1334
Constants of the API ?
Hi, I understood how to find info on the API with the HTML files, and also looking into factorio base and core, but I cannot find where all "constant" values are defined. Example : where to find different possible default styles for frame, or graphical sets, or available fonts, etc... I sh...
- Fri Mar 04, 2016 2:06 pm
- Forum: Releases
- Topic: Version 0.12.25
- Replies: 29
- Views: 31154
Re: Version 0.12.25
I notice that launching/loading Factorio takes slightly more time than before, especially slowing around 50% while loading sprites. Is it normal, just after a small bugs corrections ? Not very convenient for mod writing/testings. :-) Anyway, thanks for the bug corrections. Now "restart after mo...
- Fri Mar 04, 2016 9:30 am
- Forum: Modding help
- Topic: Zooming in a mod ?
- Replies: 20
- Views: 5602
Re: Zooming in a mod ?
I guess I have to change "defines.game.on_tick" into "defines.script.on_tick" , because it creates an error. However, what you propose is a progressive zoom, but I still cannot start from the actual zoom value which is unreadable. I would like to initialize your global.start_zoom...