Search found 253 matches

by DedlySpyder
Sun May 29, 2016 1:22 pm
Forum: Modding help
Topic: Getting a reference to a bot from an event listener?
Replies: 1
Views: 618

Re: Getting a reference to a bot from an event listener?

viewtopic.php?f=34&t=25270

They are adding robots to their events in 0.13
by DedlySpyder
Fri May 27, 2016 2:34 pm
Forum: Modding discussion
Topic: Mod changes in 0.13
Replies: 79
Views: 28792

Re: Mod changes in 0.13

- Added LuaGame::delete_surface. Deletes the surface passed in if the surface is deletable. - Added LuaSurface::deconstruct_area() - deconstructs an area as if the player did it. - Added LuaSurface::cancel_deconstruct_area() - cancels deconstruction over an area as if the player did it. - Added eve...
by DedlySpyder
Fri May 27, 2016 2:31 pm
Forum: Modding help
Topic: Overriding someone else's mod
Replies: 34
Views: 8080

Re: Overriding someone else's mod

Wait, is all this to ONLY change the names? If so, just go to the locale and edit the names after the = for each thing
by DedlySpyder
Thu May 26, 2016 10:35 pm
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 5534

Re: drawing and writing

As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a...
by DedlySpyder
Thu May 26, 2016 12:57 pm
Forum: Modding help
Topic: Missing "results" icons in fluid recipes...
Replies: 10
Views: 2403

Re: Missing "results" icons in fluid recipes...

I tried that and, alas, it didn't work. What's up with the a/b in front of the braces? Are those supposed to increment? a, b, c, d? Or are they all something else? From my understanding of the ordering strings, the recipes are ordered by those strings. So the single letters are an easy way to make ...
by DedlySpyder
Wed May 25, 2016 4:48 pm
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 5534

Re: drawing and writing

As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a...
by DedlySpyder
Wed May 25, 2016 2:50 am
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31758

Re: [MOD 0.12.x] Powered Entities (0.3.0)

Qon wrote:The forum attachment keeps track of downloads though.
Yes, I know. Providing an external download is doing my part to help save Wube some bandwidth though (although, granted, not much).
by DedlySpyder
Wed May 25, 2016 1:04 am
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31758

Re: [MOD 0.12.x] Powered Entities (0.3.0)

https://goo.gl/g6e5kQ – this goo.gl shortlink has been disabled. It was found to be violating our Terms of Service. Click here and here for more information about our terms and policies respectively. Please use the forums "upload attachment" feature instead. It will never fail. Also works...
by DedlySpyder
Tue May 24, 2016 12:29 am
Forum: Mods
Topic: [MOD 0.12.x] Generic Logistic Chest (0.2.0)
Replies: 3
Views: 4208

[MOD 0.12.x] Generic Logistic Chest (0.2.0)

Generic Logistic Chest Info: Chest that can be turned into any of the base logistic chests Unlocks with the Logistic System tech Details: Factorio Version: 0.12.x+ (tested with 0.12.33, should work with any stable 0.12) Released: May 23, 2016 Download: Generic_Logistic_Chest_0.2.0.zip Website: GitH...
by DedlySpyder
Mon May 23, 2016 4:31 pm
Forum: Modding help
Topic: trying to make a mod, accidentally crashed my whole computer
Replies: 70
Views: 17643

Re: trying to make a mod, accidentally crashed my whole computer

No. We're not going to spend time working on trying to prevent mods from making infinite loops. Your incompetence is preventing you from seeing the underlying issue here, more importantly, you don't seem to understand who's responsible for what. The underlying issue is not Lua developers creating i...
by DedlySpyder
Mon May 23, 2016 1:24 am
Forum: Modding interface requests
Topic: Cancelling the on_picked_up_item event
Replies: 2
Views: 1323

Re: Cancelling the on_picked_up_item event

Couldn't you just remove the item from their inventory and throw it back on the ground?


Also, I was thinking recently if there was a need for a plots type mod (like in the Minecraft days), but the problem is solved by the fact that Factorio has automated turrets, IMO.
by DedlySpyder
Fri May 20, 2016 11:55 pm
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31758

Re: [MOD 0.12.x] Powered Entities (0.3.0)

0.3.0 Entities now all extend the power grid out by 1 square past where they end Added command to help with changing between Manual or Automatic mods Lowered the wire reach of most entities to 5 (it forms a nice looking grid now, instead of a giant tangle) Automatic mode will now work on previously ...
by DedlySpyder
Thu May 19, 2016 3:09 am
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31758

Re: [MOD 0.12.x] Powered Entities (0.2.0)

Hello I have a great idea regarding your mod which could also help me finding the mod i am looking for quite awhile and never tried to make it myself. => Powered Belts. So each time you place a belt you will also place an invisible pole which has a wire reach of 1 and a 5x5 supply area. So a belt s...
by DedlySpyder
Sat May 14, 2016 7:55 pm
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 22092

Re: [MOD 0.12.x] Avatars (0.3.0)

I got a few quality of life things fixed for this patch. Multiplayer is still wonky, but that should be fixable in 0.13. Any feedback is welcome. 0.3.0 Added the Avatar Remote Deployment Unit Avatars are now minable Avatars can now be made in any assembling machine that has enough ingredient slots R...
by DedlySpyder
Thu May 12, 2016 2:45 pm
Forum: Ideas and Requests For Mods
Topic: Electricity continuation
Replies: 3
Views: 1181

Re: Electricity continuation

Thanks, I'll give it a try. From what I'm reading though this allows a lot more than what I was looking for, I don't think power poles should be done away with nearly completely, just that it's more reasonable for devices directly adjacent to one another would be able to connect through those. The ...
by DedlySpyder
Thu May 12, 2016 2:38 pm
Forum: Modding help
Topic: Crash when too many attackers?
Replies: 1
Views: 708

Re: Crash when too many attackers?

So, having no idea how the game handles biters, just throwing this out there, doesn't the game consider biters as "groups"? Could you try to find every group of biters within range? As it stands I think you are just telling every biter within range to find its way to the rocket, so that's ...
by DedlySpyder
Mon May 09, 2016 2:47 pm
Forum: Modding help
Topic: Turrets with a liquid ammo?
Replies: 6
Views: 1784

Re: Turrets with a liquid ammo?

Koub wrote:Don't know if it's currently possible (it might, I just don't know), but with 0.13, it should definitely be, as the flame turrets are on their way :).
Isn't flamethrower fuel in canisters though? Might just use that.
by DedlySpyder
Mon May 09, 2016 11:40 am
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 22092

Re: [MOD 0.12.x] Avatars (0.2.3)

But not everything is perfect. I've encountered 3 bugs: - Once when leaving a running train I was stuck without a body. Not reproducable. Fixed by loading the last autosave. - Once two avatar control buttons got mixed up and both buttons controlled the same avatar with no way to reach the missing a...
by DedlySpyder
Sun May 08, 2016 12:08 pm
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 9267

Re: [Mod 0.12.x] Placement Chest (0.2.0)

Adil wrote:Excuse me, but what will be the difference over this one?
Different ways of going about it, it seems. I'll admit, I hadn't actually checked for other blueprint deployers :oops: , I had been told that old attempts didn't work well (and was linked to a 0.12.10 mod).
by DedlySpyder
Sat May 07, 2016 7:51 pm
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 9267

Re: [Mod 0.12.x] Placement Chest (0.2.0)

0.2.0
  • Added Blueprint Support
  • Added Logistic Placement Chest
  • Changed texture of Placement Chest (and associated icons, including tech)
  • Moved mod recipes to show behind the storage tank, to keep them separate from the vanilla chests.

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