Search found 441 matches

by Dysoch
Sat Mar 22, 2014 7:37 am
Forum: Not a bug
Topic: [0.9.4] Game doesn't start due to error
Replies: 8
Views: 3252

Re: [0.9.4] Game doesn't start due to error

this can be moved to not a bug!

the reason was because the base's provider chest graphics have been changed, and my mod didnt know about it.
changed it already, and released it now
by Dysoch
Fri Mar 21, 2014 12:11 pm
Forum: Ideas and Suggestions
Topic: Transport pollution via pipe and barrels
Replies: 6
Views: 3065

Re: Transport pollution via pipe and barrels

Dytech (a mod) has something similar to that idea, but not quite the same: Pollution related modules (enhancing or reducing pollution) and pollution related machines (one that produces pollution, the other cleaning it). If I were you, I'd go to his suggestion thread and ask if the pollution cleanin...
by Dysoch
Thu Mar 20, 2014 10:07 pm
Forum: Modding help
Topic: Noise & Peaks Guide?
Replies: 27
Views: 9905

Re: Noise & Peaks Guide?

this are my findings from a while back (2 months or so) some things might be wrong, but i guess most is accurate note: the random values are no longer working correctly. and this is from factorio 0.8, so things have been added since autoplace = { control = "sand", -- this is the control gr...
by Dysoch
Wed Mar 19, 2014 10:37 pm
Forum: Resolved Problems and Bugs
Topic: Tight fit bug
Replies: 1
Views: 1092

Re: Tight fit bug

yea, scenarios havent been updated yet to 0.9.x

its a relative easy fix. cant speak for the devs themself, but i expect them to fix it soon :P
by Dysoch
Wed Mar 19, 2014 1:00 pm
Forum: Won't implement
Topic: Oncrafted event
Replies: 0
Views: 2511

Oncrafted event

I know, its a duplicate post, sort of. But this is a bit different. Currently we have onplayercrafteditem. Which works when something is crafted by the player and inserted in the inventory. But i want to extend it: by making it 3 events. (A master and 2 slaves) The master: Oncrafteditem: This is a m...
by Dysoch
Wed Mar 19, 2014 12:04 pm
Forum: Show your Creations
Topic: Oil flow
Replies: 8
Views: 13192

Re: Oil flow

was experimenting with my refineries, i liked this setup the best and thought I'd share https://www.dropbox.com/s/769yrfmawodnjsh/Oil%20test.png if you have space this can easily be spread out a fair bit as in pic 2 https://www.dropbox.com/s/ip0xg2aipaof96r/Oil%20Spread.png but i'm less fond of tha...
by Dysoch
Wed Mar 19, 2014 11:18 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 122225

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0

drs9999 wrote:Right now additional fluid-resources (like lava in the upcoming dytech version) will lead to problems, but I am quiet sure that I can deal with that problem before it actually appears.
i will send you a prototype of v2 soon. this way you can add it to your mod, before i release mine :P
by Dysoch
Tue Mar 18, 2014 3:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.x]Map Editor Entity Screen to Big
Replies: 4
Views: 1236

Re: [0.9.x]Map Editor Entity Screen to Big

kovarex wrote:Maybe we could use the same groups as in game crafting menu (with added groups for decorative/trees enemies etc).
My thoughts exactly ;)
by Dysoch
Tue Mar 18, 2014 7:12 am
Forum: Resolved Problems and Bugs
Topic: [0.9.3] Campaign: Can't research Electric Energy Accumulator
Replies: 14
Views: 4355

Re: [0.9.3] Campaign: Can't research Electric Energy Accumul

But you don't need the accumulator for this mission to be finished right? We will probably just disable it. Except this is in the corner: http://i.imgur.com/SRN2ZMA.png Also of note (definitely a bug) is the fact that those numbers don't take into account your car's inventory. So in order to get al...
by Dysoch
Mon Mar 17, 2014 9:07 pm
Forum: Modding help
Topic: Problem with Icons
Replies: 6
Views: 2646

Re: Problem with Icons

smileme wrote:
AlexPhoenix wrote:try to delete crop.cache
Sorry, what is this ?
that is a file in your factorio folder. all temporary info of the game itself is saved there. so deleting it will basicly reset the behind the scene workings and might allow your icon to show.
by Dysoch
Mon Mar 17, 2014 8:58 pm
Forum: Implemented mod requests
Topic: mod compatibility
Replies: 0
Views: 2680

mod compatibility

currently, all mods can be made compatible. in the data.lua file, that is something like: (this was for industrio, but considering its died, i deleted it anyway) (and yes, i know the "else return" is abundant. didnt know it at that time :P) if data.raw.resource["quartz"] then req...
by Dysoch
Mon Mar 17, 2014 8:52 pm
Forum: Won't implement
Topic: usage_priority
Replies: 5
Views: 5276

usage_priority

i want the usage_priority to change a bit (more extended if you will) currently, only usage_priority = "terciary" exist to work for the accumulators. but changing that to either primary-input or primary-output will not make the accumulators work. so i propose the same as terciary is done f...
by Dysoch
Mon Mar 17, 2014 6:51 pm
Forum: Won't implement
Topic: Pipe connectables
Replies: 2
Views: 2538

Re: Pipe connectables

So you are basically asking for something like pipe-groups. Something like that yes. I tried a way around with a pump. But unfortunatly that isnt working either. I set the base level of the big pipe to 5 and the output of the pump to 6 (input -1) it connects just fine, but it wont pump :( Edit: i m...
by Dysoch
Mon Mar 17, 2014 4:47 pm
Forum: Won't implement
Topic: Pipe connectables
Replies: 2
Views: 2538

Pipe connectables

I would like to be able to specify where pipes connect to.

For example: i created a large pipe (3x3) and i dont want it to connect with small pipes (1x1)
I cant create the correct graphics for connecting to small ones either, since that will also be used when connecting large to large.
by Dysoch
Sun Mar 16, 2014 11:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.x]Map Editor Entity Screen to Big
Replies: 4
Views: 1236

Re: [0.9.x]Map Editor Entity Screen to Big

because of this, it is currently impossible to make a map because you cant place down a player entity xD
(yes, i double checked the list, its not there, even thought its order is "a", so kinda weird, it should be at the top the list!)
by Dysoch
Sun Mar 16, 2014 7:34 pm
Forum: Not a bug
Topic: [0.9.3 x64] Factorio uses 3 GB RAM (all RAM available)
Replies: 4
Views: 4394

Re: [0.9.3 x64] Factorio uses 3 GB RAM (all RAM available)

Well, I installed Factorio x32 even though I have Win x64. Unexpectedly, the game uses just 1 GB of RAM. Still, 1 GB of RAM for factorio seems like A LOT! Do you use my mod? I normally play with all mods, and use 1,7 gb ram (but my processor is quick, real quick) My mod uses a lot of memory. It sto...
by Dysoch
Sun Mar 16, 2014 1:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.x]Map Editor Entity Screen to Big
Replies: 4
Views: 1236

[0.9.x]Map Editor Entity Screen to Big

https://dl.dropboxusercontent.com/u/42129428/errors/mapeditorerror.png i think this explains enough. you cannot select any item below the screen (when playing with dytech and 4 other mods). There are simply to many entities. i advise to make it use the item-groups of the crafting screen, or make it...
by Dysoch
Sat Mar 15, 2014 10:42 pm
Forum: Gameplay Help
Topic: Disable mini map
Replies: 10
Views: 6822

Re: Disable mini map

kovarex wrote:You are right, well we can add the enableminimap command :)

P.S. Why do you needed btw?
finally :P

i wanted to make a system where when you havent got a radar, or not enough power, the minimap shuts off. it was working (and still will) but i had no way to reenable it :P
by Dysoch
Sat Mar 15, 2014 8:25 pm
Forum: Gameplay Help
Topic: Disable mini map
Replies: 10
Views: 6822

Re: Disable mini map

kovarex wrote:You can do so in console:

Code: Select all

game.disableminimap()
But then the problem is to reenable it. That is currently impossible. (At least last time i checked)
by Dysoch
Fri Mar 14, 2014 3:50 pm
Forum: General discussion
Topic: Mining Drill Operator Upgrade
Replies: 7
Views: 3567

Re: Mining Drill Operator Upgrade

I also wont mind a higher tier. Not for the rewards, but to support the devs.
Or make a donate button ;)

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