Search found 12 matches

by Savaro
Sat Jul 26, 2014 12:10 pm
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 56193

Re: Friday Facts #44 - Decision making

tried to make a modification to the tanks. (https://forums.factorio.com/forum/viewtopic.php?f=32&t=4735&p=35945#p35945)
In short:
http://cs539208.vk.me/u4055048/docs/8b59f966de16/tank51.gif?extra=rZ853Bp0bYb8qhagp4jhdfKhf232s0fN3zIO97c_A9X9KLWtC8AdPBHiMayYxwhoRS-FIyJoB52sulgVoRdrob8QCnYE2t77

I ...
by Savaro
Mon Jul 21, 2014 6:18 pm
Forum: Modding help
Topic: problem with data address
Replies: 4
Views: 2125

Re: problem with data address

what happens (from my understanding) with event.createdentity (and other Factorio functions) is that the entities are all created by C++ and when you ask for a reference to one, C++ creates a new table and pushes a 'lightuserdata' (a pointer to a C++ object) inside of that table, sets a metatable ...
by Savaro
Mon Jul 21, 2014 5:28 pm
Forum: Modding help
Topic: problem with data address
Replies: 4
Views: 2125

Re: problem with data address

Tables in LUA (and entities are tables) are considered different even if both contain same keys and values, condition like 'if table1==table2 then' is generally meaningless.
So, the table that was returned by createentity may not be the same as one returned in event or the one that currently used ...
by Savaro
Mon Jul 21, 2014 3:37 pm
Forum: Modding help
Topic: problem with data address
Replies: 4
Views: 2125

problem with data address

so making car mod.

target: when car created, save it in list, so i can use it, when player sit in it.
key problem: "event.createdentity" not not equal to "game.player.character.vehicle"

how i try do it:
1. on "car create" i save it link on enity in table
cars_data.m.add( event.createdentity ...
by Savaro
Fri Jul 11, 2014 5:16 am
Forum: Mods
Topic: [MOD 0.10.X]Fallout-cars0.12.3[mini fix][11.07.14]
Replies: 9
Views: 16005

Re: [MOD 0.10.X]Fallout-cars0.12.3[Battle tank update][10.07

But you can use ZIPs
Спасибо, не знал оО

Yeah, unfortunately Factorio can only see through zip files, which is a shame since it could make graphics-heavy mods a lot smaller. When you use zip files, players can simply drop them in the mods directory with no need to actually unpack.
change to zip ...
by Savaro
Thu Jul 10, 2014 7:29 pm
Forum: Modding help
Topic: how to disable unplugged icon?
Replies: 9
Views: 4903

Re: how to disable unplugged icon?

apc["roboport"].energy = apc["roboport"].energy + 20000 There is no check here to see if it's still connected or not, that's why the 'connection' can be destroyed without loss (because it's not actually connected at all, you're giving it free power). To maintain an actual connection you'd need a ...
by Savaro
Thu Jul 10, 2014 7:04 pm
Forum: Modding help
Topic: how to disable unplugged icon?
Replies: 9
Views: 4903

Re: how to disable unplugged icon?

Hm, since I'm not sure exactly what you're doing it's hard for me to provide a specific answer :)
It might be 'easy' to give it power every tick using entity.energy = 1000 (or some sufficient number), of course if you don't want to give it power for free you'd need another entity to take power from ...
by Savaro
Thu Jul 10, 2014 6:46 pm
Forum: Modding help
Topic: how to disable unplugged icon?
Replies: 9
Views: 4903

Re: how to disable unplugged icon?

so if you just want it fixed for a single thing and to still have it shown for everything else...i don't know.
thats sad (

i need hide icon for 1 building entity from mod thats can be moved.
i tried make a simple powernet with no sprites\collision\ets , but its bugy, cos if building is teleported ...
by Savaro
Thu Jul 10, 2014 6:26 pm
Forum: Modding help
Topic: how to disable unplugged icon?
Replies: 9
Views: 4903

how to disable unplugged icon?

Is there a way to force turn off or hide icon of buiding unplugged?
Image
by Savaro
Thu Jul 10, 2014 4:11 pm
Forum: Mods
Topic: [MOD 0.10.X]Fallout-cars0.12.3[mini fix][11.07.14]
Replies: 9
Views: 16005

Re: [MOD 0.10.X]Fallout-cars 0.12.3[Battle tank update][9.07

Fallout-cars 0.12.3 is Dependencies: base >=0.12.3
and Base Mod: 0.10.2
so ya it doesnt work :( o well back to 0.12.1

p.s. love this mod good work sir :D i like everything based on fallout or any post apocalyptic games
thanx for report and faith!
rar file updated when i see that(think that ...
by Savaro
Wed Jul 09, 2014 5:07 pm
Forum: Mods
Topic: [MOD 0.10.X]Fallout-cars0.12.3[mini fix][11.07.14]
Replies: 9
Views: 16005

Re: [MOD 0.10.X] Fallout-cars v 0.12.1 [updated: 08.07.14]

downloaded this one, but there is a couple of problems:
the APC and tank require > 1 stack of iron and steel, thus it cant be built. Probably needs to be reduced to either 100 or 2x100
ooops, me bad)thanx!
fix uplited to v0.12.3 .

for current recipes cost not balanced, u can change it with files ...
by Savaro
Mon Jul 07, 2014 4:50 pm
Forum: Mods
Topic: [MOD 0.10.X]Fallout-cars0.12.3[mini fix][11.07.14]
Replies: 9
Views: 16005

[MOD 0.10.X]Fallout-cars0.12.3[mini fix][11.07.14]

Mini-mod based on fallout tactics vehicles sprites. currently not balanced.
adds 1 new tech (Vault-Tec) new cars + tank:

http://cdn.imghack.se/images/9214ae928b9455a2b489bb22ae4bd0c5.png


0.12.3-archive type changed from rar to zip
0.12.3-fixed description file
0.12.3(tank fix) -fully rewrited ...

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