Search found 19 matches
- Tue Oct 22, 2019 5:10 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 408682
Re: [MOD 0.17] Industrial Revolution
Industrial Revolution 1.0.5 and 1.0.4 Dectorio 0.9.16 with the Setting "enable Walls and Gates" off (possibly others) does not load, message Failed to load mods: __IndustrialRevolution__/data-final-fixes.lua:13: __IndustrialRevolution__/code/functions/functions-items.lua:66: Asked to chang...
- Wed Aug 14, 2019 11:01 am
- Forum: Modding help
- Topic: Programmatically placing blueprint
- Replies: 4
- Views: 1495
Re: Programmatically placing blueprint
Maybe LuaSurface.clone_area()? Though with your requirement to copy entities entirely contained within the area sounds pretty much like you'll need to do a LuaEntityPrototype.collision_box comparition manually for each entity and then decide yourself. As all API interfaces (clone, find_entities, et...
- Thu Aug 08, 2019 10:42 am
- Forum: Modding help
- Topic: Programmatically placing blueprint
- Replies: 4
- Views: 1495
Programmatically placing blueprint
I want to take a small area and place a blueprint (using lua) of that area at a different position. I can get this working if the area is filled with 1x1 entities. But I run into problems as soon as - there are large entities overlapping the boundary of the area - the first/last row/column is empty ...
- Wed Jul 10, 2019 8:38 pm
- Forum: Modding help
- Topic: Control what gets deconstructed when shift-placing a blueprint
- Replies: 0
- Views: 579
Control what gets deconstructed when shift-placing a blueprint
When I place a blueprint without shift and there is a tree in the way, the blueprint does not get build. If I press shift while placing, the tree gets marked for deconstruction and the ghost is placed. This also works for some other entities, but not for most. Can this be modified? Or is this hardco...
- Sun Mar 03, 2019 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.5] After importing Map Exchange String, the reset button says nothing is changed
- Replies: 1
- Views: 1906
[Oxyd] [0.17.5] After importing Map Exchange String, the reset button says nothing is changed
I exported an exchange string, restarted, and imported the string again. The settings were imported correctly. Without any mods: But the reset button next to the preset says: "reset 1 settings to default". I believe this is incorrect, but might be intended. With "VortiK's Deep core mi...
- Sun Aug 27, 2017 4:50 pm
- Forum: Technical Help
- Topic: couldn't establish network communication with serve
- Replies: 7
- Views: 8010
Re: couldn't establish network communication with serve
Can't help you with the problem, but a friend has the same problem. He can neither host nor join our multiplayer games. He can join some public games which I can also join. He also uses internet over phone. We also checked with other friends and he can't connect to any of them but everyone else can ...
- Thu Jul 06, 2017 10:45 am
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 5765
Re: [MOD 0.15] Tree growth family
In principle this works with modded trees, yes.
You need to make sure that the mods adding them are loaded first.
For alien-biomes this is already done by an optional-dependency.
However there is no smart behaviour about biomes yet, e.g, your purple trees might expand everywhere.
You need to make sure that the mods adding them are loaded first.
For alien-biomes this is already done by an optional-dependency.
However there is no smart behaviour about biomes yet, e.g, your purple trees might expand everywhere.
- Sat May 06, 2017 12:54 pm
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 5765
[MOD 0.15] Tree growth family
Motivation I liked the way trees can grow in the ancient mod tree-farm-lite but I did not like other parts of that mod. I wanted tree growing independent of the remaining parts (farms in particular). Then I noticed that there are also mods which add tree expansion, but these two concepts did not wo...
- Thu May 04, 2017 4:31 pm
- Forum: Already exists
- Topic: read/set Tree color
- Replies: 1
- Views: 1350
Re: read/set Tree color
I just noticed that this has been asked before: viewtopic.php?f=28&t=14193
- Wed May 03, 2017 6:39 am
- Forum: Already exists
- Topic: read/set Tree color
- Replies: 1
- Views: 1350
read/set Tree color
I asked about graphics_variation for trees and this was added 0.15. This helped to make the simulated tree growth look a lot more natural. But now I notice that the tree color seems to change, too. This is probably due to trees having a list of possible colors and a random one beeing picked, i.e, ex...
- Tue Mar 21, 2017 6:53 am
- Forum: Gameplay Help
- Topic: Inserter to insert items only if conditions are correct.
- Replies: 6
- Views: 4714
Re: Inserter to insert items only if conditions are correct.
If you want *exactly* 100 items transferred this will be quite tricky as inserters (with upgrades) will pick more than one item. If your inserters for example pick 3 items every time you will get 102 items. If you only need around 100 items this should be possible. Using belts it would be possible t...
- Mon Mar 20, 2017 9:48 pm
- Forum: Implemented mod requests
- Topic: read/set Tree/entity variation
- Replies: 1
- Views: 1272
read/set Tree/entity variation
I am currently experimenting with a tree growth mod. The easiest approach is to create scaled down versions of existing trees and use them. Growing works by removing the old tree and placing a larger version at the same place. But since the trees have more than one variation, which is apparently sel...
- Sat Jan 07, 2017 2:47 pm
- Forum: Modding help
- Topic: Deconstructing (via bots) entities that give multiple items
- Replies: 3
- Views: 1365
Deconstructing (via bots) entities that give multiple items
Most entities give exactly one item when deconstructed, usually the item which was used to build them. Trees give a couple of units of raw wood. I would like to add additional results to trees, for example seeds as done in the arborium mod. This works perfectly well if I hand-mine them: I get the ra...
- Mon Dec 26, 2016 2:02 pm
- Forum: Not a bug
- Topic: [0.14.21]Game crashes with message "invalid string position"
- Replies: 5
- Views: 3037
Re: [0.14.21]Game crashes with message "invalid string position"
I think the problem was on my side: After a couple of attempts to get a minimal example I had the idea to let steam "verify the integrit of game cache" and 5 files failed to validate. Since then this has not happened again. So the problem was probabably a corrupt factorio installation. As ...
- Fri Dec 23, 2016 5:44 pm
- Forum: Not a bug
- Topic: [0.14.21]Game crashes with message "invalid string position"
- Replies: 5
- Views: 3037
Re: [0.14.21]Game crashes with message "invalid string position"
Another round, same problem, full log file this time. 0.002 2016-12-23 17:48:43; Factorio 0.14.21 (build 25327, win64, steam) 0.002 Operating system: Windows 7 Service Pack 1 0.002 Program arguments: "C:\mnt\steam\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to...
- Fri Dec 23, 2016 4:23 pm
- Forum: Not a bug
- Topic: [0.14.21]Game crashes with message "invalid string position"
- Replies: 5
- Views: 3037
[0.14.21]Game crashes with message "invalid string position"
Using experimental branch, Factorio 0.14.21 (build 25327, win64, steam) Game crashes with message "invalid string position". This happens sometimes when just starting the application and sometimes after a while playing. The message is always the same but the timestamp of course varies. Thi...
- Fri Jul 08, 2016 8:04 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 85189
Re: [MOD 0.13.+] N.Tech-Chemistry
I guess I must have gotten unlucky here. And I think since the version is the same it does not update automatically. I will just manually update later. Also I found another issue: From your recipe.lua { type = "recipe", name = "water-purification", icon = "__N-Tech Chemistry...
- Fri Jul 08, 2016 7:23 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 85189
Re: [MOD 0.13.+] N.Tech-Chemistry
Hmm... can't see a newer version.
Also it still says 1 day ago.
Did you publish it for 0.13?
Also it still says 1 day ago.
Did you publish it for 0.13?
- Fri Jul 08, 2016 5:16 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 85189
Re: [MOD 0.13.+] N.Tech-Chemistry
Verison 1.56. does not work for me: Error when opening [...]\SteamLibrary\steamapps\common\Factorio\data\base\graphics/icons/solid-fuel-from-methylhydrazine.png for reading: No such file or directory Probably just line 386 in recipes.lua: icon = "__base__/graphics/icons/solid-fuel-from-methylhy...