Search found 441 matches
- Tue Feb 02, 2016 11:08 am
- Forum: Mods
- Topic: 12.20+ TreeFarm Lite
- Replies: 37
- Views: 49077
Re: 12.20 Dytech and TreeFarm Lite
DyTech links no longer needed. Please remove them
- Thu Aug 20, 2015 1:10 pm
- Forum: Not a bug
- Topic: [0.12.x] GUI: Progress bar not working as expected
- Replies: 6
- Views: 8162
Re: [0.12.x] GUI: Progress bar not working as expected
updated wiki to this information
- Thu Aug 20, 2015 9:07 am
- Forum: Not a bug
- Topic: [0.12.x] GUI: Progress bar not working as expected
- Replies: 6
- Views: 8162
Re: [0.12.x] GUI: Progress bar not working as expected
If it works the same way as player health then you need to use fractions between 0 and 1. Anything above 1 is considered 1. So for half the bar, you'll use 0.5 mmm, your right. But it seems silly. then on the wiki its not specified correctly needs to say that you need to use decimals for the value,...
- Thu Aug 20, 2015 8:10 am
- Forum: Not a bug
- Topic: [0.12.x] GUI: Progress bar not working as expected
- Replies: 6
- Views: 8162
Re: [0.12.x] GUI: Progress bar not working as expected
they should, but the bar just instantly fills with any number which is less then the size.Rseding91 wrote:I thought progress bars where a percent of 1?
when you set the size at 100, and the value at 50, it should be half, but it shows completely filled
sounds like a bug to me
- Thu Aug 20, 2015 7:29 am
- Forum: Not a bug
- Topic: [0.12.x] GUI: Progress bar not working as expected
- Replies: 6
- Views: 8162
[0.12.x] GUI: Progress bar not working as expected
When you create a progress bar with any size, and then set the value, the bar fills completely: Steps to reproduce: 1) create the progress bar: /c game.player.gui.top.add{name="foo", type="progressbar", size=100} 2 )then set the value of that bar: /c game.player.gui.top.foo.value...
- Mon Aug 17, 2015 3:09 pm
- Forum: Not a bug
- Topic: [Website - minor] Euro sign(€) at wrong place.
- Replies: 3
- Views: 5288
[Website - minor] Euro sign(€) at wrong place.
On the website where you can buy or upgrade the game, the prices are filled as 0€ ($0)
The euro sign is supposed to be in front of the number (so like this: €0)
The euro sign is supposed to be in front of the number (so like this: €0)
- Mon Aug 17, 2015 3:07 pm
- Forum: Pending
- Topic: [0.12.4]Science Pack Durability Bug
- Replies: 5
- Views: 4661
Re: [0.12.4]Science Pack Durability Bug
Not really. I just picked up 4 labs while they were researching.Oxyd wrote:Do you have a way to reproduce this? I set a science pack's durability to 0.0000000001 and everything worked as expected.
I wish i still had the savegame with the science pack, but i dont
I will try to get this result again
- Mon Aug 17, 2015 7:28 am
- Forum: Pending
- Topic: [0.12.4]Science Pack Durability Bug
- Replies: 5
- Views: 4661
[0.12.4]Science Pack Durability Bug
The science packs, when they have around 0% remaining show this:
Seems that when its at 0% remaining, it goes to negative or infinite (in the case of the green line) (thats just a guess)
Seems that when its at 0% remaining, it goes to negative or infinite (in the case of the green line) (thats just a guess)
- Sun Aug 02, 2015 8:21 am
- Forum: Mods
- Topic: [0.12.X]JohnRipley's Tweakmod 1.1.3
- Replies: 6
- Views: 11612
Re: [0.12.X]JohnRipley's Tweakmod
you know that using that simple of a data.raw edit breaks with other mods. if you use this in the data-final-fixes.lua you are all set: StackSize = 1000 for k, v in pairs(data.raw.item) do v.stack_size = StackSize end for k, v in pairs(data.raw.ammo) do v.stack_size = StackSize end for k, v in pairs...
- Tue Jul 21, 2015 4:08 pm
- Forum: Not a bug
- Topic: [0.12] Searching for DyTech files in core of Factorio
- Replies: 3
- Views: 4053
[0.12] Searching for DyTech files in core of Factorio
I released new versions of DyTech, but some people (not all of them) are getting this error: http://puu.sh/j7oMk/841e833b69.jpg It searches for DyTech files in the lualib folder in core, odd! placing the folder from dytech power (the gui folder0 in the lualib folder fixes the issue this seems like a...
- Tue Jul 21, 2015 3:43 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330847
Re: [MOD 0.12.x] Treefarm REDUX
drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.
or rename it all if you wanna keep using the old setup
or rename it all if you wanna keep using the old setup
- Sun Jul 12, 2015 7:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Factorio 0.11.x] Unit vision distance crash.
- Replies: 4
- Views: 1581
Re: [Factorio 0.11.x] Unit vision distance crash.
what is the upper limit?Rseding91 wrote:thanks for the report. I added a upper bounds check to the number so it won't load if it's too large.
- Sat Jul 11, 2015 10:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Factorio 0.11.x] Unit vision distance crash.
- Replies: 4
- Views: 1581
Re: [Factorio 0.11.x] Unit vision distance crash.
think i destroyed factorio itself My pc couldnt handle it, and then rebooted because even the system processes were shut down xDorzelek wrote:I think you just managed to destroy the pathfinder
- Sat Jul 11, 2015 10:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Factorio 0.11.x] Unit vision distance crash.
- Replies: 4
- Views: 1581
[Factorio 0.11.x] Unit vision distance crash.
When changing the vision_distance in the prototypes to somewhere around 50000 the game crashes when starting a new map. What happens is the game goes on a rampage on your RAM and then crashed without any message. (but your RAM is maxed out) when combining this with : https://forums.factorio.com/foru...
- Sat Jul 11, 2015 10:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Factorio 0.11.x] Unit Spawner autoplace bug
- Replies: 2
- Views: 2664
[Factorio 0.11.x] Unit Spawner autoplace bug
When changing the autoplace table in the prototypes to:
the game spawns it on every tile.
to make sure the game doesnt spawn it at all, you need to remove the autoplace completely.
shouldnt it be that once the table is empty, it doesnt spawn?
Code: Select all
autoplace = {}
to make sure the game doesnt spawn it at all, you need to remove the autoplace completely.
shouldnt it be that once the table is empty, it doesnt spawn?
- Fri May 29, 2015 12:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.x] [cube] Shotgun Turrets shooting bug
- Replies: 1
- Views: 786
[0.11.x] [cube] Shotgun Turrets shooting bug
Already talked it over with Cube, and here is the bug report: When you create a gun or laser turret that fires shotgun shells (collision based projectiles), they game doesnt know how to handle it. It fires fine, but not like a shotgun. All projectiles go in the same direction instead of arcing like ...
- Thu Mar 19, 2015 11:20 am
- Forum: Not a bug
- Topic: [0.11.x] Laser Turrets firing system
- Replies: 6
- Views: 3572
Re: [0.11.x] Laser Turrets firing system
I am currently making a mod that adds collisions to all projectiles, to make combat more realistic. It all works fine, until i come to the laser turrets. you have a good idea about the collisions to projectiles but why include laser ? it's not really a projectile in RL but more like a beam... Laser...
- Thu Mar 12, 2015 10:49 am
- Forum: Not a bug
- Topic: [0.11.x] Laser Turrets firing system
- Replies: 6
- Views: 3572
Re: [0.11.x] Laser Turrets firing system
already asked Rseding to do it for mekovarex wrote:Yes, you can add it to suggestions, but we are not going to add new features in the 0.11, we really want to have stable version.
i could do it, but my C knowledge is limited to say the least
- Thu Mar 12, 2015 10:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.17] crash when starting game
- Replies: 2
- Views: 1553
Re: [0.11.17] crash when starting game
ok i found out the source of the error: this is in data.lua: require("prototypes.metallurgy.cleaning.machines.entity") require("prototypes.metallurgy.cleaning.machines.item") require("prototypes.metallurgy.cleaning.machines.recipe") but the files no longer exist. Normal...
- Thu Mar 12, 2015 10:07 am
- Forum: Not a bug
- Topic: [0.11.x] Laser Turrets firing system
- Replies: 6
- Views: 3572
Re: [0.11.x] Laser Turrets firing system
any way there can be a boolean in the prototype that switches this off? This way only mods that want to can use this