Search found 207 matches
- Thu Jan 22, 2015 5:42 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 78911
Re: [MOD 0.10.2] Automatic Rail Laying Machine
A complete rebuild of this mod is coming soon, author hopes today, so it would probably be best to wait for f.a.r.l rather than get this mod, which I don't believe will have any support or bug fixes going forward.
- Thu Jan 22, 2015 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Thoughts on water as a finite resource
- Replies: 5
- Views: 3878
Re: Thoughts on water as a finite resource
I agree with ssilk across the board, but especially were hot water as pollution is concerned. My automatic reaction as i read your post was to think "why dump hot water if I'm burning coal to make cold water into steam? Feed the hot water back into the system and save some fuel"
- Wed Jan 21, 2015 2:51 pm
- Forum: Modding help
- Topic: What tools do you recommend for modding?
- Replies: 2
- Views: 1236
What tools do you recommend for modding?
Hello I'm setting up to start modding and I was wondering what tools people use. To be clear I'd like to know what editors, ide, testing frameworks, image or 3d software to make sprites you all use.
For bonus points does anyone know which version of lua the game uses?
For bonus points does anyone know which version of lua the game uses?
- Tue Jan 20, 2015 7:04 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 90658
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Lol some ideas just won't go away, i was about to repeat the same post as I made just above :oops: Well without getting bogged down in implementation details I guess the essential part of my request was to have a way to persist a set of blueprints from one savegame to another. A mod as was suggested...
- Tue Jan 20, 2015 2:46 pm
- Forum: Gameplay Help
- Topic: Random Map Generator
- Replies: 13
- Views: 16199
Re: Random Map Generator
Thats fantastic, no need to rush just knowing that these things are in the development pipeline is enough for now
- Mon Jan 19, 2015 9:06 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 46266
Re: Ropeway conveyor above the factory...
Considering the attention this idea has been getting and the general consensus from the community I'm surprised this hasn't been stickied for future implementation lol eh ssilk?
- Mon Jan 19, 2015 5:27 am
- Forum: Gameplay Help
- Topic: Random Map Generator
- Replies: 13
- Views: 16199
Re: Random Map Generator
The current method used to distribute resources is perlin noise...I was just asking if another method had been tried, and if so could we see the results. What about having a few prerendered "resource maps" (greyscale images that affect resource placement). You keep the current map generati...
- Sun Jan 18, 2015 5:50 am
- Forum: Ideas and Suggestions
- Topic: Mobile building platform
- Replies: 4
- Views: 1922
Re: Mobile building platform
I agree the game engine may not be up to doing this but unless we get a dev actually confirming its not possible, I would like to continue exploring this idea. I could see movement being limited by the grid. In that case it would be a simple matter to reconnect pipes and wires everytime the platform...
- Sat Jan 17, 2015 3:50 pm
- Forum: Releases
- Topic: Version 0.11.11
- Replies: 36
- Views: 44163
Re: Version 0.11.11
If its not in the convo about 11.10 then it was in a thread in ideas and suggestion or one in balance....someone asked the question about stuff you could research without having the prereqs to build it irc laser turrets, locomotives, and bots were mentioned and kovarex said he was gonna be fixing th...
- Sat Jan 17, 2015 3:13 am
- Forum: Ideas and Suggestions
- Topic: Mobile building platform
- Replies: 4
- Views: 1922
Re: Mobile building platform
think of it as an oil derrick mounted on treads. Or the platform stops and deploys the drill only moving once its mined all the ores in one spot.
- Fri Jan 16, 2015 4:35 pm
- Forum: Gameplay Help
- Topic: Random Map Generator
- Replies: 13
- Views: 16199
Re: Random Map Generator
So cube to go with the combobox on the map settings screen would it be possible to see (hopefully even edit) the underlying values? Also have you tried different algorithms for generating resources? If so...no matter the results you got, would it be possible to release them, like rso mod for example...
- Fri Jan 16, 2015 2:52 pm
- Forum: Releases
- Topic: Version 0.11.11
- Replies: 36
- Views: 44163
Re: Version 0.11.11
some did in, I believe, 11.10
- Thu Jan 15, 2015 6:46 pm
- Forum: General discussion
- Topic: Finding the perfect map
- Replies: 10
- Views: 3953
Re: Finding the perfect map
I really like it when the devs are active on the forums, we learn so much. Thanks for the heads up Kovarex!
- Thu Jan 15, 2015 5:27 pm
- Forum: Gameplay Help
- Topic: Random Map Generator
- Replies: 13
- Views: 16199
Re: Random Map Generator
so low frequency = widely spaced large + poor deposits
high frequency = tightly spaced small rich deposits
do size and richness have any secondary effects or are they just modifiers?
high frequency = tightly spaced small rich deposits
do size and richness have any secondary effects or are they just modifiers?
- Thu Jan 15, 2015 5:22 pm
- Forum: General discussion
- Topic: Finding the perfect map
- Replies: 10
- Views: 3953
Re: Finding the perfect map
/c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}}) but you may want to change 1024 to a smaller value cause this will take a while to do its thing.
- Thu Jan 15, 2015 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Funny Items hidden description
- Replies: 7
- Views: 3062
Re: Funny Items hidden description
steel axe:
"Hey! Thats mine!"
"Hey! Thats mine!"
- Thu Jan 15, 2015 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Mobile building platform
- Replies: 4
- Views: 1922
Mobile building platform
Hey I know this one is far fetched but lets have platforms that we can build. These platforms can move. The player can program the movement with waypoints or maybe even automate the controls using cc and logistics network . What use would these platforms have? You can build on them. Anything that co...
- Wed Jan 14, 2015 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Sort inventory Key
- Replies: 14
- Views: 18159
Re: Sort inventory Key
2 year old thread that might be a new record lol, considering the last person to post before you is one of the devs I'm not sure if it will do much good. I would like to second the idea of a key we could bind to sort the inventory, or atleast the possiblity to reserve slots like we do on train wagons
- Wed Jan 14, 2015 6:32 pm
- Forum: Implemented Suggestions
- Topic: More precise map generation options
- Replies: 9
- Views: 11493
Re: More precise map generation options
I don't think ssilk is trying to say he's opposed to changing the map generator. He was mostly pointing out that: 1. generating the map is slow 2. because it is so slow it is only created when the player come near to a new part 3. because the map is not created before you actually visit it you canno...
- Wed Jan 14, 2015 6:07 pm
- Forum: Ideas and Suggestions
- Topic: Splitting up roboport functions
- Replies: 5
- Views: 10935
Re: Splitting up roboport functions
Hmm I wasn't aware of those limitations....I guess if we were going to separate the network types we'd need some help from the devs. Maybe we could request an api change from the devs...but I think we'd need to think this through before asking and try to solve all the problems with one request. :( d...