Search found 242 matches

by ludsoe
Fri Sep 12, 2014 8:15 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 175114

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Ugh! Triple Post. Just letting you guys know that I am releasing a Experimental Build of MoCombat with some radically new features. Requires Build 0.10.10 Though. Experimental Build: http://www.mediafire.com/download/uh27dvk636y8q7o/mocombat.zip Changes: Added a new Config Lua. Allows you to disable...
by ludsoe
Fri Sep 12, 2014 8:02 pm
Forum: Modding help
Topic: Car water interaction
Replies: 1
Views: 831

Re: Car water interaction

https://forums.factorio.com/forum/vie ... =14&t=2778

MoTransport has a boat. Look at the boats define. Basically its just fiddling down with the collision layers.
by ludsoe
Fri Sep 12, 2014 3:13 pm
Forum: Releases
Topic: Version 0.10.10
Replies: 18
Views: 30813

Re: Version 0.10.10

ado3346 wrote:Pls add something new enemies or cool wepons.

This is good realy good game but it is time to add some more interesting things :P
Get mods, the Devs are busy working on multiplayer. Which to me is more important then a new enemy. Just saying. :geek:
by ludsoe
Fri Sep 12, 2014 10:46 am
Forum: Not a bug
Topic: [0.10.9] Suicide credits you in Kills.
Replies: 2
Views: 1566

[0.10.9] Suicide credits you in Kills.

http://www.mediafire.com/convkey/afd9/ix3k1ws134pl4n64g.jpg This doesn't need to be fixed or anything, but i found it rather funny that I got credits for "killing" myself when infact when I got attacked by player forces. Edit: Lol Im tired and should go to bed, I put 10 instead of 9 in.
by ludsoe
Fri Sep 12, 2014 9:45 am
Forum: Ideas and Suggestions
Topic: Reinventing Worms
Replies: 2
Views: 1719

Re: Reinventing Worms

I tried this with the MoCombat mod, changing the projectiles to dumb fire like the shotgun breaks everything. As you cant set them to no collide with biters only. (Not enough fine control over collisions.)
by ludsoe
Thu Sep 11, 2014 11:29 am
Forum: Modding help
Topic: Customizing the info that is shown on "ALT"
Replies: 6
Views: 2578

Re: Customizing the info that is shown on "ALT"

Wutklumpen wrote:

Code: Select all

game.createntity
does _not_ even return the created entity, so i have to scan the area for it.
It does return entities it creates.

Direct copy paste from MoCombats Force-field Code.

Code: Select all

local Wall=game.createentity{name = "forcefieldwall", position= V}
by ludsoe
Wed Sep 10, 2014 9:49 pm
Forum: General discussion
Topic: What are your plans for multiplayer?
Replies: 15
Views: 5714

Re: What are your plans for multiplayer?

Soon as multiplayer hits, Ill update my mods and set them up to not desync. And if possible attempt to play a game with some of my friends.
by ludsoe
Tue Sep 09, 2014 7:19 pm
Forum: Ideas and Suggestions
Topic: [Request] New rails
Replies: 14
Views: 14701

Re: [Request] New rails

Sorry this is not possible. From the looks of it there's only 2 types of track we can make, Straight or the in-game curved one.

Edit: OK on second thought theirs a chance its possible, if you play around with the collision boxes, But i cant promise anything.
by ludsoe
Tue Sep 09, 2014 7:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x]Biter self damaging Causes Crash
Replies: 1
Views: 2269

[0.10.x]Biter self damaging Causes Crash

The attack parameters down below cause constant crash's. I believe its the biters damaging themselves. (And also instantly being killed by themselves) attack_parameters = { ammo_category = "melee", ammo_type = { category = "biological", action = { type = "direct", actio...
by ludsoe
Tue Sep 09, 2014 7:04 pm
Forum: Modding help
Topic: Custom power plants?
Replies: 7
Views: 3803

Re: Custom power plants?

There's a new problem for me. `onbuiltentity` event will not be invoked if a entity was built by a robot. Any idea about it? There's no way around it till the devs update the modding API. You can however use the script interfaces to add a function that can be ran from the in-game console to search ...
by ludsoe
Mon Sep 08, 2014 11:48 pm
Forum: Mods
Topic: [Concept] Energy Power Generators
Replies: 5
Views: 14205

Re: [Concept] Energy Power Generators

As you can see, i've got lots of ideas but i need for that lots of time and that are many parts that cannot be done a of right now. It was just a concept as what energies can becomes in the future. I said that the Modding API wasn't strong enough to do all that so, for now, i'll wait for the game t...
by ludsoe
Sun Sep 07, 2014 2:57 pm
Forum: Mods
Topic: [Concept] Energy Power Generators
Replies: 5
Views: 14205

Re: [Concept] Energy Power Generators

Nuclear Energy Nuclear power plants do not emit carbon dioxide, sulfur dioxide, or nitrogen oxides. However, fossil fuel emissions are associated with the uranium mining and uranium enrichment process as well as the transport of the uranium fuel to the nuclear plant. Source: http://www.epa.gov/clea...
by ludsoe
Sat Sep 06, 2014 10:38 pm
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 35027

Re: Mod filename rules for 0.10.7 and later

I was personally thinking about my working mods. I often work on a folder with an unknown version number, could be 0.6.2, or 0.7.0, I don't know yet, which it will be will likely be determined by how much I add to the mod, all the while the .json file will still say 0.6.1, so the folder will just b...
by ludsoe
Thu Sep 04, 2014 8:26 pm
Forum: General discussion
Topic: Factorio ripoff
Replies: 22
Views: 11869

Re: Factorio ripoff

Well, I personally don't have anything against borrowing ideas and inspiration from other games. Every game(and every art product you can say) is inspired by something. But "borrowing idea" is very different from "copypaste entire object without even bothering to change graphic desig...
by ludsoe
Thu Sep 04, 2014 12:08 pm
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 35027

Re: Mod filename rules for 0.10.7 and later

I don't like the forced version number in the .zip name. That will hurt my batch file that I made to condense and prepare my mods for release. Whats the official reasoning on that.
by ludsoe
Thu Sep 04, 2014 11:56 am
Forum: General discussion
Topic: Factorio ripoff
Replies: 22
Views: 11869

Re: Factorio ripoff

That's a nice idea for a game. How ever as it wont have multiplayer I'm very turned off about it.
by ludsoe
Wed Sep 03, 2014 4:21 pm
Forum: Show your Creations
Topic: My spawn point is an Island (40h gameplay). [now with save]
Replies: 15
Views: 14153

Re: My spawn point is an Island (40h gameplay). Want a Bridg

MoTransport from MoMods, Lets you build train tracks across water.

https://forums.factorio.com/forum/vie ... =14&t=2778

And it adds a boat, because that's cool n stuff.

PS What settings did you use to produce such a interesting map?
by ludsoe
Wed Sep 03, 2014 11:09 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 221450

Re: Peace with Aliens

If "Peace with Aliens" is considered i suggest putting a more intelligent species in the game, I mean Biters don't seem appealing enough to trade or ally with. Even if this topic is tossed (which i hope it is not) intelligent creatures would be an interesting addition to the game. (Seriou...
by ludsoe
Tue Sep 02, 2014 1:31 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 175114

Re: [MOD 0.10.X] MoMods

Hey Guys, Just posting about the new Update I put up. MoCombat: Added new Poison Mine. Changed the infused solid fuels "fuel" value. Changed some Names in the English localisation. MoWeather: Disabled the broken weather types for now while I work on a fix. MoPower: Added a new Burner Therm...
by ludsoe
Tue Sep 02, 2014 1:23 pm
Forum: Ideas and Requests For Mods
Topic: Substance* powered generator
Replies: 3
Views: 2698

Re: Substance* powered generator

Well that was easier done then I thought. Had some problems with the ingame mod support, but I got it to work in the end.
https://forums.factorio.com/forum/vie ... =14&t=2778

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