Search found 242 matches

by ludsoe
Sat Mar 22, 2014 6:23 am
Forum: Ideas and Suggestions
Topic: Utility Modules
Replies: 2
Views: 1143

Re: Utility Modules

More drone range? YES PLEASE!!!!
by ludsoe
Sat Mar 22, 2014 6:22 am
Forum: Releases
Topic: Version 0.9.4
Replies: 29
Views: 24924

Re: Version 0.9.4

DRBLN wrote:Please, could advise how to fix that?
Delete the base mod and reupdate?
by ludsoe
Fri Mar 21, 2014 8:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.4] util.Table.DeepCopy() Corrupts entitys
Replies: 1
Views: 1306

[0.9.4] util.Table.DeepCopy() Corrupts entitys

As nobody posted in this thread I'm re-purposing it, it turns out using table.deepcopy() on a table containing entity's causes the game to corrupt. I was able to get around the problem by writing my own table copy function that doesn't change meta tables. Using table.deepcopy() on entity's causes th...
by ludsoe
Fri Mar 21, 2014 4:42 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3978

Re: MoMods Need-help, Force Fields edition.

Just one note that might or might not be relevant. You can never save functions pointers in the save. That is my next guess If you checked out the GUI debugger, the "Subscribed" table isn't saved. Its rebuilt every session. Only the tables "MLALoops","MLAEnts","Ti...
by ludsoe
Fri Mar 21, 2014 3:57 am
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3978

Re: MoMods Need-help, Force Fields edition.

It says that some variables that store entities are nil, thats why I said him to put the check for it beeing nil. OK Guys I've done some more work on trying to debunk this. Its completely outside all of our control, the game is giving me userdata objects which are placed into my entity data tables....
by ludsoe
Thu Mar 20, 2014 7:06 pm
Forum: Modding help
Topic: Noise & Peaks Guide?
Replies: 27
Views: 9905

Re: Noise & Peaks Guide?

PsudoSage wrote:Looks like I'll just have to have a stab in the dark with some trial and error. Maybe I'll write a little test mod and post it up with a load of commented code on my findings.
Ill look forward to reading up on your findings when your done.
by ludsoe
Thu Mar 20, 2014 6:54 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3978

Re: MoMods Need-help, Force Fields edition.

I have crashed several times for the entity var beeing nil, you are only checking if it is valid, not if it is nol, you also need to check if it is nil I guess but I see no reason for it to turn nil. Also Im sure you arent using glob tables! At least not in the thing you provided... First of all ho...
by ludsoe
Thu Mar 20, 2014 6:35 pm
Forum: Implemented Suggestions
Topic: Robots to upgrade my base
Replies: 5
Views: 1756

Re: Robots to upgrade my base

I imagine robots don't upgrade, because its just not coded in right now. Hopefully that will be fixed in the future.
by ludsoe
Thu Mar 20, 2014 5:25 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3978

Re: MoMods Need-help, Force Fields edition.

Just one note that might or might not be relevant. You can never save functions pointers in the save. I don't, I had to devise another method to save functions when working with MoTimers. As I said before, its a problem with my entity pointers becoming invalid after some time. The only reason my sy...
by ludsoe
Thu Mar 20, 2014 4:45 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3978

Re: MoMods Need-help, Force Fields edition.

I do save the variables. I save all the entities in a table withen the glob table, and use the keys from the entity table to save the post and field connections. Also you guys didn't do the how to repeat. The problem isn't that the data isn't saved, the problem comes after the data is recalled. You ...
by ludsoe
Thu Mar 20, 2014 3:53 pm
Forum: Modding help
Topic: MoMods Need-help, Force Fields edition.
Replies: 16
Views: 3978

MoMods Need-help, Force Fields edition.

Whats up guys, I'm starting this thread since it was decided I post here instead of communicating directly to the developers. Currently Ive been working on Force Field posts(See GIF below.) And they work wonderfully, but have a slight issue. After reloading with some placed posts, the game crashes. ...
by ludsoe
Thu Mar 20, 2014 7:28 am
Forum: Show your Creations
Topic: Current Wip:Force Field Posts / Question
Replies: 4
Views: 8610

Re: Current Wip:Force Field Posts / Question

Hm. Ask them via PM. :) In my opinion it's ok to clutter, because - as you have seen - the development is very open, the response is in most cases very fast and the modders learn so about the needs and problems of the others. Making this personal and direct means to go around this process and use a...
by ludsoe
Thu Mar 20, 2014 6:37 am
Forum: Show your Creations
Topic: Current Wip:Force Field Posts / Question
Replies: 4
Views: 8610

Current Wip:Force Field Posts / Question

Hey guys, I've been working on awesome stuff for factorio. First Weather and now I've turned my attention to force field posts. Energy to defense and yada yada. How ever I keep managing to break factorio. Is there a faster way to contact the developers other then sending PMs on the forums or emails?...
by ludsoe
Wed Mar 19, 2014 11:23 pm
Forum: Won't implement
Topic: More Utilities
Replies: 5
Views: 4325

Re: More Utilities

Useful. A couple proposed suggestions/changes (that may or may not be better, up to other modders and the devs). Timer.CreateTimer() First, I propose that it uses (or is overloaded to use) a table instead of separate parameters. I suggest this because many of the other functions provided by Factori...
by ludsoe
Wed Mar 19, 2014 5:54 pm
Forum: Ideas and Suggestions
Topic: Some suggestions(or may be even requests)
Replies: 15
Views: 9324

Re: Some suggestions(or may be even requests)

2. Renaming of stations to meaningful names (ie coal mines west, main hub east) No. As much as i want this feature, I don't think it should be added. One of the perks of of paying more for the game is getting a station named after you. Perhaps we can nicknames that show up under the name or somethi...
by ludsoe
Wed Mar 19, 2014 5:48 pm
Forum: Won't implement
Topic: More Utilities
Replies: 5
Views: 4325

More Utilities

After talking to kovarex about a crash problem through PMs. He mentioned that some of the utilities I've develped for MoLogicCore included in MoMods . Should be part of the base game for performance reasons. I agree that some of the utilities should be part of the modding interface. The timer system...
by ludsoe
Tue Mar 18, 2014 11:36 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 122241

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0

Something like this should be integrated into the game.
by ludsoe
Tue Mar 18, 2014 11:31 pm
Forum: Implemented Suggestions
Topic: Ghost building construction range should be bigger
Replies: 2
Views: 2110

Re: Ghost building construction range should be bigger

I've had no problem with zooming out and placing a building ghost at the edge of my screen, far out of the build range.
Or do you mean something else, Such as placing things without your player on screen?
by ludsoe
Tue Mar 18, 2014 11:24 pm
Forum: Off topic
Topic: Your first and second impression?
Replies: 27
Views: 22515

Re: Your first and second impression?

First: fuuck. This is it!!! I have found what I waited so long.... Second: huhhhh? this key mapping is strange... ;) What do you mean strange key mapping? I find them simple yet powerful. I was able to learn how to play the game in less then 10 mins. (How long my first save lasted before i was eate...
by ludsoe
Tue Mar 18, 2014 8:21 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 175159

Re: [MOD 0.9.2] MoMods

Releasing a Beta Update thingy. MoCombat: Reworked the worm and spitter spit, Its now a projectile with area of effect.(And no more homing spit.) Should be compatible with other mods that add walls. If the Tesla turrets still damage mod walls, Inform me and provide the mod/save. MoWeather: Optimized...

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