Search found 55 matches
- Tue Sep 18, 2018 9:38 am
- Forum: Modding help
- Topic: Require all files in a scenario directory.
- Replies: 9
- Views: 2646
Re: Require all files in a scenario directory.
Yes and to load them back in, it would be helpful to just be able load all files in a directory.
- Mon Sep 17, 2018 10:08 pm
- Forum: Modding help
- Topic: Require all files in a scenario directory.
- Replies: 9
- Views: 2646
Re: Require all files in a scenario directory.
Something, like, writing the playtimes of players every session to files so you can gather a total playtime amount. Things like that.
- Mon Sep 17, 2018 2:04 pm
- Forum: Modding help
- Topic: Require all files in a scenario directory.
- Replies: 9
- Views: 2646
Re: Require all files in a scenario directory.
Gathering data across play sessions in a comfortable nice way. Most useful for multiplayer values.
- Mon Sep 17, 2018 11:07 am
- Forum: Modding help
- Topic: Require all files in a scenario directory.
- Replies: 9
- Views: 2646
Re: Require all files in a scenario directory.
Sad, it would be so useful if this was doable somehow within the game.
- Mon Sep 17, 2018 1:18 am
- Forum: Modding help
- Topic: Require all files in a scenario directory.
- Replies: 9
- Views: 2646
Require all files in a scenario directory.
There is a directory with a ton of files in a scenario folder.
You don´t know the names of the files.
Is it possible to find all the files in that folder and require / load them all from within a scenario script?
Would love if this was doable somehow!
You don´t know the names of the files.
Is it possible to find all the files in that folder and require / load them all from within a scenario script?
Would love if this was doable somehow!
- Tue Aug 28, 2018 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Artillery auto-targetting
- Replies: 16
- Views: 6544
Re: Artillery auto-targetting
is it possible somehow to disable autotargeting with a lua scenario script? really would like a manual artillery.
- Fri Jul 27, 2018 6:08 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32758
Re: Friday Facts #253 - Fans & Fun
Those thick walls, very nice Makes bases even more comfy.
Not too sure about the new gate texture. The extensive hazard stripes might fit well for a train entry gate, as it is a major enemy in the game causing many careless factory worker casualties every day.
Not too sure about the new gate texture. The extensive hazard stripes might fit well for a train entry gate, as it is a major enemy in the game causing many careless factory worker casualties every day.
- Wed Oct 04, 2017 3:28 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1022006
Re: [0.15] Sea Block Pack 0.1.5
Factorio NEI mod is not multiplayer stable, it causes desyncs and crashes and this has not been fixed in a long time
Recommend switching to "what-is-it-really-used-for" https://mods.factorio.com/mods/Coppermi ... y-used-for or some other alternative.
Recommend switching to "what-is-it-really-used-for" https://mods.factorio.com/mods/Coppermi ... y-used-for or some other alternative.
- Fri Jun 23, 2017 9:41 am
- Forum: Not a bug
- Topic: Biter Dissapearing
- Replies: 7
- Views: 3205
Re: Biter Dissapearing
If someone knows a way how to prevent a certain biter from despawning, please let me know!
Because i would love if the "pet" biter script i made was working like it was intended ._.
Because i would love if the "pet" biter script i made was working like it was intended ._.
- Thu Jun 01, 2017 4:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.17] Extreme performance loss in the blueprint menu
- Replies: 5
- Views: 3411
- Thu Jun 01, 2017 4:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.17] Extreme performance loss in the blueprint menu
- Replies: 5
- Views: 3411
[Rseding91] [0.15.17] Extreme performance loss in the blueprint menu
From ~170 UPS http://i.imgur.com/LLrhLZX.jpg To ~2 UPS http://i.imgur.com/9RUxJ9G.jpg I seem to be stuck in the menu forever when playing multiplayer, because the fps+ups drop so hard one can´t even close it anymore. It feels like it is trying to load something that never finishes. And it happens mo...
- Sun May 29, 2016 9:06 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 97860
Re: [0.12.33] Modpack: Farlands v0.1.12
Oh thank you so much! Well i gotta try to add another Turbine i guess then.
And btw i really enjoy the recource refining mod, it´s quite a challenge but also a very rewarding experience!!
And btw i really enjoy the recource refining mod, it´s quite a challenge but also a very rewarding experience!!
- Sat May 28, 2016 9:52 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 97860
- Thu May 19, 2016 2:22 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 97860
Re: [0.12.33] Modpack: Farlands
Emptying the treefarms did fix the spikes! lol
- Thu May 19, 2016 11:04 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 97860
Re: [0.12.29+] Modpack: Farlands
After playing for some time, I have these constant fps spikes. Anyone else? It's about every 3 seconds, whatever I am doing, it will lag-spike. I tried turning V-sync on/off, and honest my CPU is quite weak by now, but still, I played with even more mods and haven't experienced such issue. Maybe so...