Search found 17 matches

by Lumikins
Mon May 16, 2016 6:38 am
Forum: Mods
Topic: [MOD 0.12.20] GalacticTrade
Replies: 33
Views: 33375

Re: [MOD 0.12.20] GalacticTrade

Just thought I'd share my config file for a possible server I'm making. I love the galactic trade mod but I've always wanted the mod to supplement the game vs take over the game. By that I mean in it's current state once you get your economy going with the Galactic Trade mod then you no longer have...
by Lumikins
Mon May 09, 2016 10:02 pm
Forum: Mods
Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Replies: 29
Views: 35269

Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Here's an updated DyTech 1.3.0 that's ready to roll on Steam version 0.12.33 as of writing. I had to disable the logging mechanism at the beginning to get this to work. I'm not sure how exactly this fixed it but I'm thinking it removes the reference to game that is no longer present when the script ...
by Lumikins
Thu Apr 07, 2016 7:56 am
Forum: Mods
Topic: [MOD 0.12.20] GalacticTrade
Replies: 33
Views: 33375

Re: [MOD 0.12.20] GalacticTrade

Just thought I'd share my config file for a possible server I'm making. I love the galactic trade mod but I've always wanted the mod to supplement the game vs take over the game. By that I mean in it's current state once you get your economy going with the Galactic Trade mod then you no longer have ...
by Lumikins
Mon Apr 04, 2016 6:58 am
Forum: Mods
Topic: [MOD 0.12.20] GalacticTrade
Replies: 33
Views: 33375

Re: [MOD 0.12.20] GalacticTrade

I have a bunch of other mods and modded mods. I'll try to clean out on my end and unless I reply back it was just a problem with all my stuff. Thanks ninjadude.
by Lumikins
Tue Mar 29, 2016 1:13 am
Forum: Mods
Topic: [MOD 0.12.20] GalacticTrade
Replies: 33
Views: 33375

Re: [MOD 0.12.20] GalacticTrade

Hey All, I'm using 0.6.6 of this with Steam Factorio 12.29 and I noticed the left and right buttons on the GUI to browse thru items in the buy chest no longer work. If I recall correctly they worked way back in the official versions when I tried them with 12.10. Anyone else having this issue or is i...
by Lumikins
Sat Feb 20, 2016 8:01 pm
Forum: Outdated/Not implemented
Topic: Add version 12.10 to experimental builds?
Replies: 2
Views: 1796

Add version 12.10 to experimental builds?

Hello, Would it be too much trouble to ask for Factorio version 12.10 be added to the experimental releases list? Reason I ask is because a lion's share of the past mods (ie Dytech and many other 11.x) mods all run with 12.10. It would be nice if this could be added to Steam as a private beta as wel...
by Lumikins
Sun Jan 25, 2015 6:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.13] Creating a blueprint (The Item) causes desync.
Replies: 3
Views: 1719

Re: [0.11.13] Creating a blueprint (The Item) causes desync.

Same here - in multiplayer I made a deconstruction blueprint and the game instantly desynced in multiplayer once it was done. Friend tried to reconnect but it went into an endless desync loop. I think this is a new bug for this version since we were using blueprints in previous multiplayer versions ...
by Lumikins
Sat Nov 29, 2014 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] maybe in [0.11.3?] Can't load large saves in MP
Replies: 2
Views: 1370

Re: [0.11.1] maybe in [0.11.3?] Can't load large saves in MP

Update: We both upgraded to 0.11.3 and this issue no longer shows up. I checked the save file size though and the new saves in 0.11.3 are about 7 MB (as compared to 20MB for the same save in 0.11.1)- an amazing 300% reduction of save file size! I'll let you guys know if I run into this bug again onc...
by Lumikins
Tue Nov 25, 2014 11:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] maybe in [0.11.3?] Can't load large saves in MP
Replies: 2
Views: 1370

[0.11.1] maybe in [0.11.3?] Can't load large saves in MP

Hello, Moving a post from the main bug reporting folder to the multiplayer specific one. Me and a friend have been playing MP for a while now and as the host I noticed that he can no longer join the game once the save file hits ~19.5 MB. To test this I tried loading saves above that size and they al...
by Lumikins
Tue Nov 04, 2014 5:19 pm
Forum: Multiplayer
Topic: Ultimate software for multiplayer.
Replies: 2
Views: 11962

Re: Ultimate software for multiplayer.

I haven't tried Factorio with Tunngle but I've had pretty good experiences with it with all my other games. It' works like Hamachi but without messing your computer up
by Lumikins
Mon Oct 27, 2014 6:16 am
Forum: Mods
Topic: [MOD 0.10.x] Barter mod [v0.8.1]
Replies: 18
Views: 16125

Re: [MOD 0.10.x] Barter mod [v0.8.1]

This mod can also be mutated somewhat to become an end-game mod. Orders come in for random goods from throughout the galaxy and you need to fulfill them on time. i.e. 50 electric engines 20 advanced processors 500 pistols a set of power armor 230 barrels of oil etc... other ideas: You're given mater...
by Lumikins
Mon Sep 15, 2014 8:08 pm
Forum: Modding help
Topic: Any variable to control biter spawn rate
Replies: 3
Views: 1902

Re: Any variable to control biter spawn rate

Thanks - I'll try all of those. I'm fairly new to Lua so what's the best way of poking around in the data.raw table? I'm still trying to get a grasp of how exactly the game stores it's data. I'm thinking of using this recursive lua table printout linked below but is there a way to output this to a f...
by Lumikins
Mon Sep 15, 2014 8:04 pm
Forum: Mods
Topic: Sandbox Units
Replies: 3
Views: 7391

Re: Sandbox Units

If you open up the DyTech metallurgy mod there's a Wind Generator that outputs wind infinitely in game. I opened up the recipes.lua and found this: { type = "recipe", name = "metallurgy-liquid-air", category = "air-collection", enabled = false, ingredients = {}, results...
by Lumikins
Mon Sep 15, 2014 7:16 am
Forum: Modding help
Topic: Any variable to control biter spawn rate
Replies: 3
Views: 1902

Any variable to control biter spawn rate

I've run into an issue lately in which the game has run so long the enemy spawn rate has become instantaneous. Are there any variables that can be changed to control the biter spawn rate? I've tried following in the game tick event loop: -- keep resetting monster evolution factors for now every minu...
by Lumikins
Sat Sep 13, 2014 7:15 pm
Forum: Modding help
Topic: Item created from assembly machine event?
Replies: 4
Views: 2117

Re: Item created from assembly machine event?

Thanks! Will play with this and see what I can come up with. I'm thinking now if this is the only workaround is there a way to restrict assembly machine's to only being able to craft 1 single recipe or 1 subtype of recipe's? I might just have the house type make some dummy item called taxes or somet...
by Lumikins
Sat Sep 13, 2014 7:15 am
Forum: Modding help
Topic: Item created from assembly machine event?
Replies: 4
Views: 2117

Re: Item created from assembly machine event?

That'd be great if you can post a sample. Looked thru your mod looks pretty nifty and I like the commenting. I'm just getting back into coding after being out of commercial development for about 6 years so it really helps.
by Lumikins
Sat Sep 13, 2014 4:26 am
Forum: Modding help
Topic: Item created from assembly machine event?
Replies: 4
Views: 2117

Item created from assembly machine event?

Hello, I'm looking to make some sort of mod to add an endgame to factorio by maintaining a colony. Taking this in small steps first I want to be able to intercept the creation of an item from an assembly-machine type and use that to increment a variable. The game unfortunately doesn't have an event ...

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