Search found 945 matches
- Fri Feb 17, 2017 4:54 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 36063
Re: [MOD 0.14] Sticky notes - leave notes or signs on the map
This is something for the bug reports sections, not the mod thread.
- Thu Feb 16, 2017 9:58 pm
- Forum: Modding help
- Topic: Wrond index: on_marked_for_deconstruction - entity.player_index
- Replies: 4
- Views: 1036
Re: Wrond index: on_marked_for_deconstruction - entity.player_index
I didn't test this but doesn't simple selection tool leave the user field unchanged? This is just example of prototype definition, if someone does not know about this type of items. {type = "selection-tool", name = "outposts-creation-tool", icons = {{ icon= "__base__/graphic...
- Thu Feb 16, 2017 9:48 pm
- Forum: Modding help
- Topic: Custom mosters attack animation playing only 2 frames
- Replies: 4
- Views: 1774
Re: Custom mosters attack animation playing only 2 frames
Prototypes definitions are hard, and do you expect people to just guess what did you do wrong?
The files have different numbers of frames, the attack speed may be high.
The files have different numbers of frames, the attack speed may be high.
- Wed Feb 15, 2017 4:23 pm
- Forum: Modding help
- Topic: Autoplace settings help needed
- Replies: 4
- Views: 1361
Re: Autoplace settings help needed
Nah, I've tried copying the oil setting and setting `coverage` to 0.005 and my entity stopped appearing altogether. For now I've just slapped together a crappy function that will chose random spots at a variable distance from each other. I don't intend to have thousands of these, so it should be ok....
- Wed Feb 15, 2017 4:14 pm
- Forum: Modding help
- Topic: Running multiple instances of factorio
- Replies: 13
- Views: 12491
Re: Running multiple instances of factorio
Doesn't this help?Aamic wrote:No mater how you do it if its the .ZIP or the Installer its going to write to them folders. Saved games will be put in the Steam folder in the AppData area.
- Wed Feb 15, 2017 12:58 am
- Forum: Multiplayer
- Topic: How to disable desync reports?
- Replies: 17
- Views: 4900
Re: How to disable desync reports?
I fail to follow your logic. And now everyone has desync reports disabled. Why is that? There are times to disable it and there are times when it doesn't hurt. Have it as a command line option and then only people who really need that will bother. And even if it is disabled. So what? It's their choi...
- Tue Feb 14, 2017 10:00 pm
- Forum: Multiplayer
- Topic: How to disable desync reports?
- Replies: 17
- Views: 4900
Re: How to disable desync reports?
Now this conversation is getting into a loop. - My game takes too long to create a desync log! - But we need those to fix the bugs. - Okay, here it is. - Oh, we've already fixed that for release in the end of march. - But my game still takes too long to create a log!! - But we need those... And over...
- Tue Feb 14, 2017 8:06 pm
- Forum: Modding help
- Topic: Running multiple instances of factorio
- Replies: 13
- Views: 12491
Re: Running multiple instances of factorio
Being player #1 is not the most notable difference between multiplayer and singleplayer.darkfrei wrote:1. Join to the game, that have more then 2 players.
2. Save the map.
3. Play alone, you are not player #1 anymore.
- Tue Feb 14, 2017 4:33 pm
- Forum: Modding help
- Topic: Autoplace settings help needed
- Replies: 4
- Views: 1361
Re: Autoplace settings help needed
Yeah, I fear dev guys will come around here and leave similar comment.
I've noticed the only way to prevent game spawning stuff everywhere is using that "coverage" field. I'm still struggling to get something reasonable from this.
I've noticed the only way to prevent game spawning stuff everywhere is using that "coverage" field. I'm still struggling to get something reasonable from this.
- Tue Feb 14, 2017 4:25 pm
- Forum: Modding help
- Topic: Capsule robots that follow entity
- Replies: 2
- Views: 1276
Re: Capsule robots that follow entity
You create combat robot via surface.create_entity and specify its target during creation.
You can only set robots target during its creation.
Here's example from my old mod:
You can only set robots target during its creation.
Here's example from my old mod:
Code: Select all
local companion=ent.surface.create_entity{position=ent.position, name=robot_name, force=ent.force, target=ent}
- Mon Feb 13, 2017 10:13 pm
- Forum: Modding help
- Topic: Autoplace settings help needed
- Replies: 4
- Views: 1361
Autoplace settings help needed
Could someone knowledgeable write autoplace parameters for me? I want to make a lone entity that is spawned two-three times less often than ore and that tends to be away from biters and from starting area. I'm trying struggle with the autoplace myself, but the results are nowhere near good and testi...
- Mon Feb 13, 2017 9:57 pm
- Forum: Multiplayer
- Topic: How to disable desync reports?
- Replies: 17
- Views: 4900
Re: How to disable desync reports?
If the bottleneck is the write speed (1 GB is kinda much), it is kinda possible to speed things up, I guess (I've tested this on small games). I did it on ubuntu. While the the game hangs up completely if it is unable to open file for writing (for example if the directory is readonly), which I'd say...
- Sun Feb 12, 2017 10:54 pm
- Forum: Technical Help
- Topic: AssignID error
- Replies: 9
- Views: 4813
Re: AssignID error
He suggests to use any application capable of searching through files to find what mod uses the "xlarge-equipment-grid" phrase.
Failing to do that, you can resort to manual binary search by excluding half of the mods per iteration. My bet would be it's Yuoki.
Failing to do that, you can resort to manual binary search by excluding half of the mods per iteration. My bet would be it's Yuoki.
- Sun Feb 12, 2017 4:05 pm
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 18644
Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension
Well, I've added a few random refinements to the code, but I really don't know what's happening there.
- Sun Feb 12, 2017 8:33 am
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 18644
Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension
Does this happen after AAI update by any chance?
- Sun Feb 12, 2017 8:28 am
- Forum: Maps and Scenarios
- Topic: Share Map with My Contents
- Replies: 2
- Views: 5083
Re: Share Map with My Contents
Doesn't sending him a zip file of the save do the trick?
- Fri Feb 10, 2017 11:07 pm
- Forum: Modding help
- Topic: set_command() does not work, agen
- Replies: 5
- Views: 1323
Re: set_command() does not work, agen
Well, the problem is that they didn't walk to a position 20 tiles away. The only way I got them do something, is by adding them into a group, then they did try to run to a group position. They did that without a pathfinder though and got stuck in the obstacle on the most direct path.
- Fri Feb 10, 2017 10:49 am
- Forum: Modding help
- Topic: set_command() does not work, agen
- Replies: 5
- Views: 1323
set_command() does not work, agen
I remember something like this was brought up before, and the answer was given somewhere. But not somewhere in the documentation of the function, and forum search fails me. So the problem: I spawn a few units and try to give then orders, instead of doing orders they just mill around. game.forces.pla...
- Wed Feb 08, 2017 5:46 pm
- Forum: Gameplay Help
- Topic: I don't know how to disable this command
- Replies: 9
- Views: 3441
Re: I don't know how to disable this command
You see where enemies were, they all were destroyed when you've entered this command. New enemies will only start appearing after you reach the edge of generated map.
The "command" you refer to is actually a sequence of instructions, there is no single undo statement for that.
The "command" you refer to is actually a sequence of instructions, there is no single undo statement for that.
- Wed Feb 08, 2017 1:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Crash with map2scenario
- Replies: 1
- Views: 739
[0.14.22] Crash with map2scenario
So, I've tried converting savegame to a map. The savegame had a bit of modded entities. I got this log. 0.000 2017-02-08 16:45:21; Factorio 0.14.22 (build 25342, linux64, alpha) 0.038 Operating system: Linux (Ubuntu 15.10) 0.038 Program arguments: "./factorio" "-s" "2" ...