Search found 37 matches

by Marcus Aseth
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...
by Marcus Aseth
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 :\
by Marcus Aseth
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...
by Marcus Aseth
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!&...
by Marcus Aseth
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!...
by Marcus Aseth
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...
by Marcus Aseth
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...
by Marcus Aseth
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:
Image

Well, if it is balance reasons, then it could be simply made more expensive to produce (and research) ! :P
by Marcus Aseth
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...
by Marcus Aseth
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 ...
by Marcus Aseth
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...
by Marcus Aseth
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 ...
by Marcus Aseth
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 ...
by Marcus Aseth
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...
by Marcus Aseth
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...
by Marcus Aseth
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 ...
by Marcus Aseth
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...
by Marcus Aseth
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...
by Marcus Aseth
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...

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