Search found 1266 matches
- Sat Mar 02, 2013 9:06 am
- Forum: Translations
- Topic: Translation changes 0.2.8 -> 0.2.9
- Replies: 7
- Views: 15281
Re: Translation changes 0.2.8 -> 0.2.9
according to google the spelling for 'indestructable' is 'Indestructible' and 'operatable' is apparently 'operable' when in doubt I personally paste define:that into google since that way i get not only the correct spelling but also the definition to make sure i'm using the right word :D (though I s...
- Sat Mar 02, 2013 8:53 am
- Forum: Modding discussion
- Topic: [0.2.8]Factorio Mod Manager
- Replies: 7
- Views: 12571
Re: [0.2.8]Factorio Mod Manager
did you use it with the mod manager? Admitedly I haven't tried it myself but you could always paste this into factorio\data\lualib\freeplay.lua (though it would only work in the 'new world' option not the story line or any custom scenarios that you create). game.onevent = function(event) if event.na...
- Sat Mar 02, 2013 6:50 am
- Forum: Outdated/Not implemented
- Topic: Inserter Limit?
- Replies: 11
- Views: 18947
Re: Inserter Limit?
No it's not a big issue at all, but it annoys me as well that I have 200+ science packs (of each type thanks to assemblers and networked smart inserters) and my labs only take in 2 at a time
- Sat Mar 02, 2013 4:40 am
- Forum: Outdated/Not implemented
- Topic: Inserter Limit?
- Replies: 11
- Views: 18947
Inserter Limit?
It seems as if inserters only place 2 items in an inventory (like the furnace and lab, not refering to chests) and then wait until one is processed before adding another. I think it would be nice if you could specify how many items you wanted the inserters to keep inside (at least with the smart ins...
- Sat Mar 02, 2013 3:36 am
- Forum: Modding help
- Topic: How do I use the insert, caninsert and isvalid? methods
- Replies: 12
- Views: 10619
Re: How do I use the insert, caninsert and isvalid? methods
Was playing around for a few hours with this (because I can't figure out how to set it to find an existing chest) but this should give at least a bit of an example: glob.chest = game.createentity{name="steel-chest", position={x=13, y=3}} local chestinventory = glob.chest.getinventory(defin...
- Fri Mar 01, 2013 10:01 pm
- Forum: Modding help
- Topic: Technology Branch sniping-2 NOT showing
- Replies: 10
- Views: 9946
Re: Technology Branch sniping-2 NOT showing
Well after the first requirement was researched it would appear, so say for rockets once you researched electronics (since that is the first in the list) it would appear. This is similar to how a lot of tech trees work once you unlock one it shows the possible research underneath. Or have a field th...
- Fri Mar 01, 2013 8:48 pm
- Forum: Modding help
- Topic: Technology Branch sniping-2 NOT showing
- Replies: 10
- Views: 9946
Re: Technology Branch sniping-2 NOT showing
Maybe that was my issue (because I just tried sniping-2 without upgrade=true) but I'd have sworn that when I initially added upgrade it didn't show it even as an 'allows' on the preqs technology. Then again I'd been up for about 20 hours by then so... IDK, anyways it worked fine when I removed upgra...
- Fri Mar 01, 2013 12:04 pm
- Forum: Modding help
- Topic: Technology Branch sniping-2 NOT showing
- Replies: 10
- Views: 9946
Re: Technology Branch sniping-2 NOT showing
btw I'm not sure exactly what "upgrade" = "true" does, i'd tried it in an attempt to get sniping-2 to work and just left it in there after changing it to sniping2 (as long as the name is sniping2 it works whether the upgrade line is included or not)
- Fri Mar 01, 2013 11:49 am
- Forum: Modding help
- Topic: Technology Branch sniping-2 NOT showing
- Replies: 10
- Views: 9946
Re: Technology Branch sniping-2 NOT showing
Thought of that as well and tried to change sniping to sniping-1 while leaving the second as sniping-2 but it STILL didn't work...
- Fri Mar 01, 2013 11:31 am
- Forum: Modding help
- Topic: Technology Branch sniping-2 NOT showing
- Replies: 10
- Views: 9946
Re: Technology Branch sniping-2 NOT showing
I thought that as well so I closed the file and reopened it. It was there like i had it. If you like I can change it back and upload it so you can see for yourself
- Fri Mar 01, 2013 11:04 am
- Forum: Modding help
- Topic: Possible to modify range through research?
- Replies: 3
- Views: 5563
Re: Possible to modify range through research?
Yeah, that was what I figured. Thought I'd go ahead and ask though
- Fri Mar 01, 2013 10:56 am
- Forum: Modding help
- Topic: Technology Branch sniping-2 NOT showing
- Replies: 10
- Views: 9946
Technology Branch sniping-2 NOT showing
I'm working on a sniping mod and created some new research named sniping, sniper-damage-1, sniper-damage-2, sniper-speed-1, and sniper-speed-2. all of these worked. Next in anticipation of being told that there is not (currently) a way of increasing a weapon's range through research I created a new ...
- Fri Mar 01, 2013 5:59 am
- Forum: Modding help
- Topic: Possible to modify range through research?
- Replies: 3
- Views: 5563
Possible to modify range through research?
Is it possible to modify the range of a weapon through research, or do I just need to create a new item with a larger range (and include my current weapon as part of the recipe so I'm not adding extra junk to their inventory)? I know you can modify damage and speed (and i tried simply using gun-rang...
- Thu Feb 28, 2013 6:03 pm
- Forum: Modding discussion
- Topic: [GUIDE] Furnace Mod 101
- Replies: 4
- Views: 8476
Re: Furnace Mod 101
YAY documentation! After I started looking there I noticed that the lua pages had been worked on since i'd last checked...lol now i'm going to need more time to work on learning that :) Good thing it's nearly the weekend. As for the locale problem could you allow the game to parse any folder that be...
- Thu Feb 28, 2013 7:18 am
- Forum: Modding discussion
- Topic: [GUIDE] Furnace Mod 101
- Replies: 4
- Views: 8476
Re: Furnace Mod 101
Yeah wasn't sure how I could solve that, since I'd assumed that I couldn't simply create another file like i had the others (and i just tried it before posting this replay, didn't work :) ) If you know of a better way, please let me know. I suppose I could use a script file (i've made one for instal...
- Thu Feb 28, 2013 5:53 am
- Forum: Modding discussion
- Topic: [GUIDE] Furnace Mod 101
- Replies: 4
- Views: 8476
[GUIDE] Furnace Mod 101
Creating a furnace 101 This is a quick tutorial on how I created an iron furnace in factorio. I'm on windows 7 64-bit so my data folder is inside of C:\Program Files\Factorio\data\ if you have a different OS your data folder will probably be somewhere else (i don't know where but you should be able...
- Thu Feb 28, 2013 3:39 am
- Forum: Modding discussion
- Topic: [GUIDE] Level Creating and Modding
- Replies: 47
- Views: 29054
Re: Guide for Level Creating and Modding
It is not possible to create code for all types of games now. Inserting example is in the lualib/freeplay.lua: game.getplayer().insert{name="iron-plate", count=8} game.getplayer().insert{name="pistol", count=1} game.getplayer().insert{name="basic-bullet-magazine", coun...
- Wed Feb 27, 2013 8:58 am
- Forum: Modding discussion
- Topic: [GUIDE] Level Creating and Modding
- Replies: 47
- Views: 29054
Unknown Key in gui
perhaps this should be obvious but how do you fix the "Unknown key:"entity-name.iron-furnace" (on gui and when you hover over the entity) As is fairly obvious I'm creating an iron furnace right now (currently is 2x as fast but is more wasteful on coal). I'd rather like for the name to...
- Tue Feb 26, 2013 5:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] Crash on save if folder is open
- Replies: 1
- Views: 2720
[Resolved 0.2.9] Crash on save if folder is open
I was checking out the save folders in factorio (while playing, stupid i know) and when i went to save I was presented with an error, after which factorio promptly closes. For some reason after this happens the folder that factorio tried to save to no longer exists (i'm assuming because it overwrite...
- Tue Feb 26, 2013 2:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] Network Wires.
- Replies: 2
- Views: 2795
[Resolved 0.2.9] Network Wires.
I've noticed that the red (and green) 'network' wires can be connected at any distance. http://i1295.photobucket.com/albums/b637/FreeER/networkconnection_zpsa39e7009.png I'm assuming that this is a bug since the cursor turns into an x after you move a certain distance away. You also do not have to b...