Search found 33 matches
- Mon Jun 16, 2014 11:48 pm
- Forum: Modding help
- Topic: Game crashes after update (caused by mod)
- Replies: 3
- Views: 1627
- Fri Jun 13, 2014 3:39 pm
- Forum: Modding help
- Topic: Game crashes after update (caused by mod)
- Replies: 3
- Views: 1627
Game crashes after update (caused by mod)
Whenever I try to load my old mod that I used for 0.9.8 it now crashes the game when using latest update. I get this error message "boost::filesystem::file_size Det g" The "Det g" part is probably meant to be longer but it was cut out, and its most likely in swedish as well). So ...
- Thu Jun 05, 2014 6:02 pm
- Forum: Mods
- Topic: [0.9.x] Landfill (1.1)
- Replies: 52
- Views: 42175
Re: [0.9.x] Landfill (1.1)
Could you still add water to this? I know it might break the game because of biters not being able to cross it but couldn't that be solved with expensive cost for terraforming? Please! ^^
- Sun May 11, 2014 6:03 pm
- Forum: Duplicates
- Topic: [0.9.8] No space in window
- Replies: 5
- Views: 9139
Re: [0.9.8] No space in window
I tried pressing escape but it still staid there.
- Sat May 10, 2014 5:50 pm
- Forum: Duplicates
- Topic: [0.9.8] No space in window
- Replies: 5
- Views: 9139
[0.9.8] No space in window
I went on a rampage for fun and when I died the screen was filled with objects I destroyed and I couldn't click any button to reload game or return to main menu so I had to end the process and restart game. Is nothing game-breaking just some minor issue. ^^
- Sat May 10, 2014 5:37 pm
- Forum: Mods
- Topic: [MODS 0.10.x] Various Mods by FreeER
- Replies: 60
- Views: 35743
Re: [MODS 0.8.x] Various Mods by FreeER
Would it be possible to make an airplane mod? Or is it a problem with game itself? I suppose there are no "height" levels so you would collide with everything same as the vehicle? I remember first time I researched the plane technology I expected to get a flyable airplane. xD
- Fri May 09, 2014 11:08 pm
- Forum: Mods
- Topic: [MODS 0.10.x] Various Mods by FreeER
- Replies: 60
- Views: 35743
Re: [MODS 0.8.x] Various Mods by FreeER
Does the Ilbike mod -1.3 work with current version of Factorio? I think you have a lot of talent, why are you not creating more mods for this game?
- Fri May 09, 2014 9:11 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Re: Fusion reactor help?
Alright that explains some of my question but I still don't know why my changed values have no effect on the game. Does it work when you test?
- Fri May 09, 2014 8:32 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Re: Fusion reactor help?
Ah alright thank you, just a question as I test this. Does my saved game automaticly retrieve any new code changes from the mod as soon as I load the game? I know I had some troubles getting my saved game to load in changed recipes for an item, I had load an earlier save and research the technology ...
- Fri May 09, 2014 8:15 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Re: Fusion reactor help?
Ah I think it was conflicting with another code I had in my control.lua. I removed it and I could place the reactor down, however it didn't generate any power at night. Since it gives no errors I'm not really sure what to start looking at?
- Fri May 09, 2014 6:14 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
- Fri May 09, 2014 5:28 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Re: Fusion reactor help?
couple typos you beat me to it :) yeah, 'event' should be 'events' on line 19. and 'onentitybuilt' should be 'onbuiltentity'...(I make that mistake relatively often just because it makes more sense to me) sorry. Both of those are discovered by looking in the defines.lua file (data\core\lualib\defin...
- Fri May 09, 2014 1:48 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Re: Fusion reactor help?
I tried using the code you provided and understanding it, I understand some of it but not all, anyways when I try to implement it in control.lua I get this error seen below. What does it mean? I have so many mod ideas I want for this game but I am just too noob to make any of them happened. :( contr...
- Wed May 07, 2014 10:13 pm
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 52827
Re: Are bitters too hard to kill in end game?
I don't think they are to hard but the game currently offers you no good way to deal with big spawns IMO. I don't think it makes laser rushing bases for example. I think more weapons or even offensive vehicles are needed.
- Wed May 07, 2014 9:31 pm
- Forum: General discussion
- Topic: Hidden gem!
- Replies: 21
- Views: 9628
Re: Hidden gem!
I heard about this game not more then a week ago on reddit, boy did I miss out. I feel the same way you do, this game seems perfect and has everything I can ask for. I can't comprehend the fact that its been out this long and I haven't seen or heard about it even once. I think this game would be an ...
- Tue May 06, 2014 4:03 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 185131
Re: [MOD 0.9.X] MoMods
If I could make a request perhaps. I'd love if the electric post walls that are created had no collision, so that biters can walk through them but as they are on top of the tile that has this electricity they will get zapped immediately with huge damage. You can balance this with much larger energy...
- Mon May 05, 2014 5:55 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 185131
Re: [MOD 0.9.X] MoMods
If I could make a request perhaps. I'd love if the electric post walls that are created had no collision, so that biters can walk through them but as they are on top of the tile that has this electricity they will get zapped immediately with huge damage. You can balance this with much larger energy ...
- Mon May 05, 2014 5:39 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Re: Fusion reactor help?
I understand but you allready created new entity. It is fusion reactor it's type is solar panel but name fusion reactor. All you have to do is to tell your reactor that day is all the time. I think that the only way is to monitor and chanege if necessary the entity.energy. The entity.energy should ...
- Mon May 05, 2014 4:14 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Re: Fusion reactor help?
I think that solar panel might be ok for your purposes... try to work with entity.energy. I assume that when night come energy of solar panel slowly decreases and finally reach 0 J. So i thing that you should monitor the day time or monitor the entity.energy and when it drop from max try to entity....
- Mon May 05, 2014 12:44 pm
- Forum: Modding help
- Topic: Fusion reactor help?
- Replies: 19
- Views: 7144
Fusion reactor help?
I cannot figure out what type to use for the entity.lua. I tried having the type as generator but it just crashed my game. I think it mentioned something about a fluid (I guess water). So for now I have been using solar panel but this only works when the sun is up, any ideas? data:extend( { { type =...