Search found 555 matches
- Wed Apr 03, 2013 3:46 pm
- Forum: Pending
- Topic: [0.3.2] OnLoad triggered on save.
- Replies: 5
- Views: 5842
Re: [0.3.2] OnLoad triggered on save.
hmm It doesn't seem very usefull for modding to onload and onsave to be called together when game is saved. Now I got problem with game side events... Some reason I got double function calls from one event. (In most event types except onpickedupitem) Like if I mined something. onplayermineditem will...
- Wed Apr 03, 2013 8:42 am
- Forum: Pending
- Topic: [0.3.2] OnLoad triggered on save.
- Replies: 5
- Views: 5842
[0.3.2] OnLoad triggered on save.
I got "game.player.print("text")" in game.onload -event and noticed it printed text in autosave and manual saving. This is in my mod and the mod does not use game.onsave -event at all. Edit: -I added "game.player.print(eventname)" in all script events. -I made a new gam...
- Tue Apr 02, 2013 4:31 pm
- Forum: Mods
- Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
- Replies: 79
- Views: 50491
Re: [MOD WIP 0.2.10] Blueprints!!!
I just noticed you might be able to figure orientation of inserters and miners with getdropposition()
Can't wait for next version
Can't wait for next version
- Tue Apr 02, 2013 11:46 am
- Forum: Outdated/Not implemented
- Topic: Angular inserter
- Replies: 2
- Views: 3986
Re: Angular inserter
*executes 90° movement to insert the thread on top of the pile*
o-------<Angular inserter
| ¨ ¨ ¨ New Inserters
| ¨ ¨ ¨ [Inserter] 90° Inserter - ninty degree |movement
| ¨ ¨ ¨ More Flexible Inserters
O ¨ ¨ ¨ Possible Inserters
o-------<Angular inserter
| ¨ ¨ ¨ New Inserters
| ¨ ¨ ¨ [Inserter] 90° Inserter - ninty degree |movement
| ¨ ¨ ¨ More Flexible Inserters
O ¨ ¨ ¨ Possible Inserters
- Tue Apr 02, 2013 10:04 am
- Forum: Mods
- Topic: [MOD 0.3.2] Repair tool mod
- Replies: 9
- Views: 21653
Re: [MOD 0.3.2] Repair tool mod
Updated.
- Mon Apr 01, 2013 4:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.3.2][0.5.1][Not fixed] Map Editor Segfaults
- Replies: 10
- Views: 4839
Re: [Probably fixed] Map Editor Segfaults
Yea I still get Factorio.exe has stop working alert.
- Mon Apr 01, 2013 4:50 pm
- Forum: Implemented Suggestions
- Topic: Wrench
- Replies: 1
- Views: 2980
Re: Wrench
Yup. There has been talk about repair tools and bays in forum. I'm sorry to say I haven't updated my repair tool mod, yet.
- Wed Mar 27, 2013 4:48 pm
- Forum: Pending
- Topic: [2.10]crash "Content Title"
- Replies: 10
- Views: 13420
Re: [2.10]crash "Content Title"
Mayby best stay in default types the game uses? (wav for small files and ogg for big ones)
- Wed Mar 27, 2013 2:28 pm
- Forum: Mods
- Topic: [MOD WIP 0.6.x] Cobra Commander mod
- Replies: 49
- Views: 30665
Re: [MOD WIP 0.2.10] Cobra Commander mod
~20 downloads
Feedback is welcome. Should I continue making this mod after 0.3.0 update? or mayby there would be some part(s) that would do better as separated "utility" mod?
Post count in modding section was 666 and I just ruined it
Feedback is welcome. Should I continue making this mod after 0.3.0 update? or mayby there would be some part(s) that would do better as separated "utility" mod?
Post count in modding section was 666 and I just ruined it
- Tue Mar 26, 2013 9:24 am
- Forum: Implemented Suggestions
- Topic: Belt placing(picking up) robots
- Replies: 10
- Views: 13129
Re: Belt placing(picking up) robots
Also if you want it to lay out belt 'tracks' for you that would again require some sort of gui or it would just do a set number in a preprogrammed pattern (probably x belts north of your current position) not the most useful. what about placing one track/belt then placing that robot, filling it wit...
- Wed Mar 20, 2013 12:37 pm
- Forum: Mods
- Topic: [MOD WIP 0.6.x] Cobra Commander mod
- Replies: 49
- Views: 30665
Re: [MOD WIP 0.2.10] Cobra Commander mod
Bugs fixed:
-Error on mined guardhouse
-Auto follow removed too much banners from inventory.
Added stuff:
-Troopers textures. You will love the fighting/death animation.
-Error on mined guardhouse
-Auto follow removed too much banners from inventory.
Added stuff:
-Troopers textures. You will love the fighting/death animation.
- Wed Mar 20, 2013 10:31 am
- Forum: Ideas and Suggestions
- Topic: Solars Idea
- Replies: 12
- Views: 17454
Re: Solars Idea
1-2. Solars already save coal. If you got enough solars to power all machines, steam engines will stop.
So turning electricity to heat and back to electricity would be disadvantageous.
3. YOU NEDD MOAR POWAH!!!
So turning electricity to heat and back to electricity would be disadvantageous.
3. YOU NEDD MOAR POWAH!!!
- Tue Mar 19, 2013 4:01 pm
- Forum: Modding discussion
- Topic: [GUIDE] To Factorio LUA 0.2.10
- Replies: 7
- Views: 12872
Re: [GUIDE] To Factorio LUA 0.2.10
Good work. I have some opinions. :geek: :) ..., event is a variable that is being passed on to the code that is within the onevent = function() end. -event is parameter of onevent function. When game calls onevent() it passes a variable to onevent's event parameter. -I find the global part bit miss ...
- Mon Mar 18, 2013 5:10 pm
- Forum: General discussion
- Topic: How to add the player starting position in the Map Editor?
- Replies: 6
- Views: 11750
Re: How to add the player starting position in the Map Edito
Hit f while in entity window. it will roll neutral-player-enemy entity lists.
- Mon Mar 18, 2013 12:50 pm
- Forum: Mods
- Topic: [MOD WIP 0.6.x] Cobra Commander mod
- Replies: 49
- Views: 30665
Re: [MOD WIP 0.2.10] Cobra Commander mod
Update: -Container system for boxcars. There is item called handbrake. It locks all boxcars in place and makes inserters able to insert/extract stuff in/from boxcars. Boxcars are released when you mine the handbrake. Container size is 56. Only inserters can access it. -Fast loader for loading boxcar...
- Sun Mar 17, 2013 9:03 pm
- Forum: Outdated/Not implemented
- Topic: Pistons
- Replies: 16
- Views: 15266
Re: Pistons
I would add piston item and use as ingredient for machines. but mc pistons? no thank you.
- Fri Mar 15, 2013 11:29 pm
- Forum: Modding help
- Topic: How do I use game methods? or destroy?
- Replies: 49
- Views: 19462
Re: How do I use game methods? or destroy?
remove without position will pop out last element from table.
- Fri Mar 15, 2013 12:34 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 332582
Re: [MOD 0.2.10] Treefarm
Yes, but why then give them the ability to be rotable? You cant rotate furnaces and chests for example (ok rotate a chest wont change anything because they are squares). you can rotate them, but yea it does not matter unless you edit the hitbox. and furnaces for example also return default orientat...
- Fri Mar 15, 2013 11:58 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 332582
Re: [MOD 0.2.10] Treefarm
mayby they are not meant to be rotable. I saved game, loaded game and noticed that orientation of hitboxes had change -> orientation was not saved.
- Fri Mar 15, 2013 10:52 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 332582
Re: [MOD 0.2.10] Treefarm
How about with 3 direction? Copy top row to bottom.
edit: or 2 direction with one of these?
"axially-symmetrical": false (locomotives use this)
"axially-symetric": false (electric poles use this)
edit: or 2 direction with one of these?
"axially-symmetrical": false (locomotives use this)
"axially-symetric": false (electric poles use this)