Search found 47 matches
- Sat Jan 16, 2016 3:37 pm
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Re: Need a hand decoding some code i have to maintain.
There is at least couple things that need to be alter to work with new names. I suggest you add list of new splitter names to begin of control.lua e.g. local IsSmartSplitter= { "basicsmartsplitter" = true, "bettersmartsplitter" = true, "bestsmartsplitter" = true } Hey ...
- Fri Jan 08, 2016 6:05 pm
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Re: Need a hand decoding some code i have to maintain.
Thanks RK84. That is actually very good suggestions.. Only thing i need now is.. Where in this code does it state the speed of the splitter. As i know and tested it deals with about 60 items a sec. and i want to make the lower tier of them Slower. Would it be easiere for me to add in in the section ...
- Thu Jan 07, 2016 2:18 pm
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Re: Need a hand decoding some code i have to maintain.
Well this code is what making a splitter being able to filter what goes trhough it and outputs it to the correct lane. Including detection if there is 1-xx splitters in a row. (each splitter is 1 tile big) If i undo all i have done. It will work fine. But the idea is that im adding 3 tiers of this. ...
- Thu Jan 07, 2016 1:49 pm
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Re: Need a hand decoding some code i have to maintain.
local north = defines.direction.north local east = defines.direction.east local south = defines.direction.south local west = defines.direction.west remote.add_interface("sspl", { clean = function() global.sspl = { splitSets = {}, splitSetsToRemove = {}, version = utils.currentVersion } en...
- Thu Jan 07, 2016 11:42 am
- Forum: Texture Packs
- Topic: [REQUEST] Grafics for my new Mod
- Replies: 1
- Views: 9230
Re: [REQUEST] Grafics for my new Mod
Most of those you can perhaps get via Dysoch if you ask for his permission to use his icons.
As i know it contains dirty and clean water.
Including cleaning icons.
As i know it contains dirty and clean water.
Including cleaning icons.
- Thu Jan 07, 2016 11:40 am
- Forum: Modding help
- Topic: Need a hand decoding some code i have to maintain.
- Replies: 8
- Views: 20273
Need a hand decoding some code i have to maintain.
With the approval from The original mod owner i have started upgrading a mod. i am about 92% done adding all the new items but the Control.Lua side of this is giving me a headache. If there is someoene in EU time that could on a skype with me help me break this down and add comments so it is easy to...
- Sat Dec 12, 2015 4:24 pm
- Forum: Releases
- Topic: Version 0.12.10
- Replies: 42
- Views: 48741
Re: Version 0.12.10
Where can i find this version of factorio download now that 12.20 have been released.
- Mon Aug 03, 2015 9:00 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99902
Re: [UPDATED] Introducing NARMod 3.4
In relation to my Lets play of Narmod. I have just reached the t2 sience packs. And my factory is fugly. Am very happy of the complexity of the mod. though it have taken me some time to find out the different things. How is it going with the "Tech tree" for the mod? If you supply me all t...
- Mon Jul 27, 2015 7:50 am
- Forum: Mods
- Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
- Replies: 19
- Views: 25209
Re: [MOD 0.11.7] Offshore Dump (1.0.1)
If you only need petroleum use the tech and convert it to petrolium instead of dumping it. Or convert to solid fuel to power Boilers or furnances.
Sorry i dont see a need for a mod like this perhaps for other liquids that mods adds but not for the vanilla.
Sorry i dont see a need for a mod like this perhaps for other liquids that mods adds but not for the vanilla.
- Mon Jul 27, 2015 7:45 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99902
Re: [UPDATED] Introducing NARMod 3.4
In relation to my Lets play of Narmod. I have just reached the t2 sience packs. And my factory is fugly. Am very happy of the complexity of the mod. though it have taken me some time to find out the different things. How is it going with the "Tech tree" for the mod? If you supply me all th...
- Tue May 26, 2015 5:32 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99902
Re: [UPDATED] Introducing NARMod 3.1
Tjalmann is playing on 2.5, you're playing on 3.1, where the military items have all had their recipes made more realistic (and therefore more complex). Bullets aren't much use without gunpowder after all. I highly recommend giving yourself easier starting settings, at a minimum using a larger star...
- Sat May 23, 2015 11:30 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99902
Re: Introducing NARMod 2.1
First of great mod.
I have started a lets play on challenge mode. i am going through all the techs as well, At the moment about 120 min in i have only Basic automation and basic power
Here is a link to the playlist.
https://www.youtube.com/playlist?list=P ... zRoW-DrdCr
I have started a lets play on challenge mode. i am going through all the techs as well, At the moment about 120 min in i have only Basic automation and basic power
Here is a link to the playlist.
https://www.youtube.com/playlist?list=P ... zRoW-DrdCr
- Sun May 17, 2015 10:32 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99902
Re: Introducing NARMod 2.1
confirmed.jalias wrote:Automatic Data Downloader is the new Research Lab isn't it? In order to build one you need to have inserters, which themselves need to be researched via Automation. So the game starts locked.
You cannot get any research started without having researched the inserter for 30 red packs
- Sun May 17, 2015 10:14 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99902
Re: Introducing NARMod 2.1
I don't actually have a picture of the tech tree, but I think that would be a cool thing to make up. I'll see what I can whip up. Sounds good. are there any of your machines that require sunlight. reason im asking is i never use solar panels and thus i can argument that its ok for me to have always...
- Sat May 16, 2015 7:46 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99902
Re: Introducing NARMod 2.1
Hi Damien Looks very nice. And i am no newbie Pain and suffering of hard modes. My question being. What version of Factorio does it run with. By chance you could send me a picture of the tech tree? As T4anker4lyf kinda pmed me on this mod so i kinda would like to make a Narmod Lets Play in challenge...
- Sat Nov 15, 2014 11:30 am
- Forum: Not a bug
- Topic: [0.11.3] Research names now showing correctly
- Replies: 1
- Views: 1207
[0.11.3] Research names now showing correctly
Alot of othe reasearches have wrong names on the upgraded levels.
Examples.
Unknown Key:"Technology-name.rocket-damage-1" (Unavalible)
Unknown key:" Technology-name.combat-robotics-2" (Unavalible)
it seems to hit all Upgraded techs.
Examples.
Unknown Key:"Technology-name.rocket-damage-1" (Unavalible)
Unknown key:" Technology-name.combat-robotics-2" (Unavalible)
it seems to hit all Upgraded techs.
- Wed Jul 30, 2014 6:13 am
- Forum: Spread the Word
- Topic: Let's Play Dytech
- Replies: 3
- Views: 7678
Re: Let's Play Dytech
Link to the playlist
http://www.youtube.com/playlist?list=PL ... qzhl872_iv
http://www.youtube.com/playlist?list=PL ... qzhl872_iv
- Mon Jul 28, 2014 5:19 pm
- Forum: Spread the Word
- Topic: Let's Play Dytech
- Replies: 3
- Views: 7678
Let's Play Dytech
Hi All.
My last lets play have finished in a glorious victory.
Time for new challenges.
So here is the first video of my lets play.
https://www.youtube.com/watch?v=SYlM_pE4V1M
Edit. Added to Wiki as well
My last lets play have finished in a glorious victory.
Time for new challenges.
So here is the first video of my lets play.
https://www.youtube.com/watch?v=SYlM_pE4V1M
Edit. Added to Wiki as well
- Mon Jul 14, 2014 7:32 am
- Forum: News
- Topic: Friday Facts #42
- Replies: 30
- Views: 25520
Re: Friday Facts #42
BLASTFAMY! You mean you will by an extra copyfrancoglop1 wrote:man this game is AWESOME! im buying it as soon as i can
By now everyone must have Factorio!
- Fri Jul 11, 2014 5:30 am
- Forum: Show your Creations
- Topic: No Enemies 50 hours in. Download link
- Replies: 2
- Views: 3448
Re: No Enemies 50 hours in. Download link
Amazing you can calculate out these things. If im not wrong i started the game in 0.9 and is now playing .10.2 As i remember starting this map just before i did my lets play. I think the settings might be set richness to low on the biter nests. so there would be some but not big huge nests. Somethin...