Search found 37 matches
- Sun Oct 01, 2017 10:10 pm
- Forum: Ideas and Suggestions
- Topic: Split Steam into "Low Temp" and "High Temp" steam entities
- Replies: 12
- Views: 5314
Re: Split Steam into "Low Temp" and "High Temp" steam entities
Interesting idea. I'm not sure if I'm for or against it at the moment, but perhaps if it happens barreling low temp steam would turn it into water and barreling high temp steam would turn it into low temp steam? Maybe has a timer, after tot seconds it decay into lower tier (though that add a lot of...
- Sun Oct 01, 2017 8:37 pm
- Forum: Ideas and Suggestions
- Topic: Split Steam into "Low Temp" and "High Temp" steam entities
- Replies: 12
- Views: 5314
Re: Split Steam into "Low Temp" and "High Temp" steam entities
putting steam into a barrel seems much more confusing...when it cool down doesn't turn into water?! Or is just a magic entity steam, like a ghost?! I don't like it :\
- Sat Sep 30, 2017 9:27 pm
- Forum: Ideas and Suggestions
- Topic: Goal Generator + Earth Mission Control
- Replies: 7
- Views: 2631
Re: Goal Generator + Earth Mission Control
I think the point is actually to fulfil one of the key aspects of battle's taxonomy that seems to be missing from the single player game Video: https://www.youtube.com/watch?v=yxpW2ltDNow The socialite is in effect an ignored player type by having the missions you're in effect simulating inter play...
- Sat Sep 30, 2017 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Goal Generator + Earth Mission Control
- Replies: 7
- Views: 2631
Re: Goal Generator + Earth Mission Control
There could be several type of rewards based on the mission type :o For instance, there would be random Goals/Event like the one "Our long range sensors detected a big wave coming your way guided by an unknown creature we never saw before, you have less than 20 minute to fortify this position!&...
- Fri Sep 29, 2017 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Engineer, Multi-tool, Building base - Pile of ideas
- Replies: 5
- Views: 2726
- Fri Sep 29, 2017 10:06 pm
- Forum: Ideas and Suggestions
- Topic: Drilling Equipment for water and oil
- Replies: 1
- Views: 1011
Drilling Equipment for water and oil
Wouldn't be cool if you could dig a deep well in the desert so that you can have water to power the electricity grid in the middle of nowhere? I think would be cool to have some mid game research that enable the construction of some serious drilling equipment, also because oil is too easy to obtain!...
- Fri Sep 29, 2017 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Goal Generator + Earth Mission Control
- Replies: 7
- Views: 2631
Re: Goal Generator + Earth Mission Control
I agree on the optional thing, which could be as easy as to toggle on/off this "special antenna" (that enable earth communications) from the tech tree. Though I think is probably a huge system, especially for it to be modular the way I described it and provide the flexibility needed in ord...
- Thu Sep 28, 2017 9:33 pm
- Forum: Outdated/Not implemented
- Topic: Alternative to Inserters - Direct Resource Intake Gate
- Replies: 6
- Views: 4632
Re: Alternative to Inserters - Direct Resource Intake Gate
I cannot follow the logic here because armies of logistic robots filling all the base with resources already makes things trivial, how is this "loader" item even competing with that?! *-scratch head-* But regardless I'm not interested in the loader having a "chest like" behaviour...
- Thu Sep 28, 2017 7:40 pm
- Forum: Outdated/Not implemented
- Topic: Alternative to Inserters - Direct Resource Intake Gate
- Replies: 6
- Views: 4632
Re: Alternative to Inserters - Direct Resource Intake Gate
Yeah, something like that, but in a more compact version, like this:
Well, if it is balance reasons, then it could be simply made more expensive to produce (and research) !
Well, if it is balance reasons, then it could be simply made more expensive to produce (and research) !
- Thu Sep 28, 2017 7:22 pm
- Forum: Outdated/Not implemented
- Topic: Alternative to Inserters - Direct Resource Intake Gate
- Replies: 6
- Views: 4632
Alternative to Inserters - Direct Resource Intake Gate
One picture is worth more than a thousand words, so I'll start with it: https://i.imgur.com/DZmDvL9.png As you can see, the highlighted in green piece is a "Direct Resource Intake Gate", resources on the belt enter the Assembling Machine without the need to go trough a robotic arm. Benefit...
- Thu Sep 28, 2017 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Goal Generator + Earth Mission Control
- Replies: 7
- Views: 2631
Goal Generator + Earth Mission Control
Would be cool if some of the "Lonelyness" of the game was trimmed away during the mid to late game, while giving more driving goals to the player. This could be achieved in a "simple" way: You can research a stronger antenna that enable the player to establish communication back ...
- Mon Apr 03, 2017 12:53 am
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 7605
Re: Question about programming a mod
1) Fournace actually seems to me the more logic choice layout wise cause there is exactly 1 slot for the fuel and 1 for the cannon shells, though... I still have not a clear picture how the whole sprite system works. Can I just make an artillery turret out of a fournace and then have the whole rota...
- Sun Apr 02, 2017 5:59 am
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 7605
Re: Question about programming a mod
By the way this is the rough blockout I had so far for my artillery, the part of the cannon that is supposed to recoil during fire is clearly visible, so if you guys have any knowledge about the sprite working that could help me (especially the question 1) two replies above) I'm still interested in ...
- Sun Apr 02, 2017 4:25 am
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 7605
Re: Question about programming a mod
Thanks for the answer Nexela, I really have no problem reading documentation with a lot of pages, but if I can't get the clear picture by it cause stuff is missing, knowing that alone puts me off quite a bit from even trying...(especially the whole sprite matter where I don't know if I'm limited by ...
- Sat Apr 01, 2017 7:08 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 7605
Re: Question about programming a mod
Factorio is done in such a way that it is impossible to "extend" prototypes. Usually you spawn several different entities together, each being of different type and covering some part of your envisioned mechanic. Canonic example would be Klonan's "ks power" mod in which there ar...
- Sat Apr 01, 2017 8:59 am
- Forum: Modding help
- Topic: Wiki tutorial by FreeER
- Replies: 32
- Views: 29579
Re: Wiki tutorial by FreeER
There are currently two new modding tutorials that will be added to the main wiki once 0.15 is out, so be patient or check them out here: https://wiki.factorio.com/User:Gangsir/moddingTutorial or more in depth: https://wiki.factorio.com/User:Adil/Modding_tutorial Oh nice, I'll wait, looking forward...
- Sat Apr 01, 2017 8:24 am
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 7605
Re: Question about programming a mod
1) I've read another topic/tutorial here on the forum and if I got it correctly, my artillery item would have to fall under a prototype. If current prototype would prove not suitable for it, it is possible to add prototypes to the game trough mods? Unfortunately, no. You have to use the prototypes ...
- Sat Apr 01, 2017 7:58 am
- Forum: Modding help
- Topic: Wiki tutorial by FreeER
- Replies: 32
- Views: 29579
Re: Wiki tutorial by FreeER
The code in the tutorial appear to be broken, I've copy pasted it inside the entity file but when I launch the game I got this error: The error goes away if I change the "direction_count = 16" to "direction_count = 8", but I really have no idea of what the effect of the change is...
- Fri Mar 31, 2017 8:44 am
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 7605
Re: Question about programming a mod
In my code I've missed table.insert(circle_squares,{x=-radius,y=0}) and table.insert(circle_squares,{x=0,y=-radius}) Thanks again Adil, I was actually in the process to learn some Love2d API in order to better visualize what your code is doing (number on a console don't cut it for me), img below. T...
- Wed Mar 29, 2017 2:44 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 7605
Re: Question about programming a mod
The "algorithm" for making a rasterized circle is following: choose radius (r) value x,y,r are connected by the following equation x^2+y^2=r^2 loop through possible x values, calculate the corresponding y do something you want to do with those coordinates --generate table of circle coordi...