Search found 235 matches

by StanFear
Mon Mar 21, 2016 10:18 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 35688

Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots

At this point, I believe the debate has devolved into semantics. I think the most important fact from the discussion is that the general idea is good but not well-executed. I am going to take another stab at this, rewrite some of the behavior, then we can resume yelling. ;) ok, and sorry if I seeme...
by StanFear
Mon Mar 21, 2016 4:55 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 127366

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

the other problem to that solution is that having a 1 wide walls doesn't show properly, and 1 wide gaps don't eather Anyways, in the next version, this is all sorted out ! Can't wait! I really like this mod so far and I was hoping to make an underground area mod myself but I'm still learning how to...
by StanFear
Mon Mar 21, 2016 4:52 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 35688

Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots

I just don't see the reason why to use those charged batteries since nothing else in factorio works like that. I'm going to have to disagree with you, the way I see it, this mod makes entities that run the same way logistic robots works : by having internal batteries and going to get charged when n...
by StanFear
Mon Mar 21, 2016 8:42 am
Forum: Modding help
Topic: entity objects of items on transport line (0.12.27)
Replies: 4
Views: 1786

Re: entity objects of items on transport line (0.12.26/0.12.27)

How is this going to give me the entity objects? Yeah, sorry, Actually, I think that items on the belts no longer are entities and getting the positions of items on the line is not possible (well I think, getting the index is, but not the world position) Sorry, but I don't think what you want to do...
by StanFear
Mon Mar 21, 2016 8:10 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 127366

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Great mod! I've found a way to fix the cave walls in your mod. In the tiles.lua file, set the layer for the "caveground" to a lower integer than the "cave-walls" layer. I just swapped them around to test it out and it works, just the tileset for the walls needs to be completed. ...
by StanFear
Sun Mar 20, 2016 9:21 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 35688

Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots

Frankly, I changed some of the values in your mod for me because the way you had it, it felt useless to me as not only creating charged batteries take an extremely long time, but then you also need 10 of them for one single mining drill and that drill then didn't even last for 3 minutes. I changed ...
by StanFear
Sun Mar 20, 2016 5:24 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 35688

Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots

interesting way of handling mining with robots :) huge advantage ? all ressources are compatible ! which wasn't the case with MoMining When I'll be done with my Nestt play, I'll use it for sure (I hope by then the graphics for the logisitc mining drill will have changed !) Afforess, I think you shou...
by StanFear
Sun Mar 20, 2016 1:39 pm
Forum: Modding help
Topic: Smart assembling machines [solved]
Replies: 2
Views: 11111

Re: Smart assembling machines

Assembling machines cannot (yet) be connected to any network, if you really want it to be, you'll have to create a dummy entity, that will be connected to the networks, and then, with some code in Control.lua, you'll have to work some magic to link the two entities
by StanFear
Sun Mar 20, 2016 1:20 pm
Forum: Modding help
Topic: entity objects of items on transport line (0.12.27)
Replies: 4
Views: 1786

Re: entity objects of items on transport line (0.12.26/0.12.27)

I would suggest looking at the get_contents() function from the LuaTransportLine class

I trust you'll be able to find how to get the LuaTransportLine item ?
by StanFear
Sat Mar 19, 2016 11:52 am
Forum: Ideas and Requests For Mods
Topic: [Idea] PvP mod
Replies: 8
Views: 3239

Re: [Idea] PvP mod

ok, when I'm done with the current changes I'm making to my mod, I'll take a look at it !

(if someone does it first, I won't though)
by StanFear
Sat Mar 19, 2016 8:04 am
Forum: Modding help
Topic: Crafting with an Entity...
Replies: 3
Views: 1329

Re: Crafting with an Entity...

HellSinker wrote: The problem with smelters is that you can not smelt raw-wood, and that takes all the fun out of it.
what do you mean you cannot smelt raw wood ?
just add a recipe with crafting category set to smelting and you should be good !
by StanFear
Fri Mar 18, 2016 8:50 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] PvP mod
Replies: 8
Views: 3239

Re: [Idea] PvP mod

tiger wrote:How much effort(time) does it cost to make such a mod with first 4 dashes? It would be no more problems with trolls and griefers. Sorry for lack of my English skills.
I don't really understand your first point, for the rest, I think it could be quite easy !
by StanFear
Fri Mar 18, 2016 4:14 pm
Forum: Ideas and Requests For Mods
Topic: Space platform themed Factorio game mode (maybye endgame?)
Replies: 7
Views: 3484

Re: Space platform themed Factorio game mode (maybye endgame?)

I intended to do a mode like that for some time now, just after I'm done with my subsurface mod !

(Yes I love to play with surfaces, so what ?)

I would obviously use some stuff of my current mod, (like the expanding part :) )
by StanFear
Fri Mar 18, 2016 3:57 pm
Forum: Modding help
Topic: Modding around robots questions
Replies: 1
Views: 697

Re: Modding around robots questions

hello, welcome to the modding community, having robots mine ressources has been done, look at MoMining (although, some of the ways it works is really not the propper way) as to multiple inheritence is, as far as I know, not possible, although, you can create a phantom entity to get the functions you...
by StanFear
Fri Mar 18, 2016 2:53 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 81081

Re: [MOD 0.12.x] Flare Stack v1.0.0

choose which liquid you wish to burn off, and bask in the sooty orange glow. What ??? I have to chose the liquid I want to burn ? (no, seriously, you could probably make it a furnace type, which selects automatically the recipe (check bob's void pump to see how he did it) also, I guess it needs ele...
by StanFear
Fri Mar 18, 2016 1:10 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 30269

Re: [REQUEST] GFX for mod : Subsurface

I just updated the main post, saying what has been done, and adding some extra information !
by StanFear
Thu Mar 17, 2016 6:30 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 30269

Re: [REQUEST] GFX for mod : Subsurface

please test if this could work for you as elevator - surface-version http://johnsmith.ktec.de/factorio/mods/support/andere/sf_elevator_icon.png http://johnsmith.ktec.de/factorio/mods/support/andere/sf_elevator_over.png this could also break down into the surface and subsurface-variant of transport-...
by StanFear
Sun Mar 13, 2016 7:46 am
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 30269

Re: [REQUEST] GFX for mod : Subsurface

I've taken in account what you said and made a new version. Now the walls you can dig are more evident I also added a small perspective (top walls are bigger than bottom wall) It's also a bug-proof tileset (texture can overlap to make walls like with this snail like shape in the image) I've put gim...
by StanFear
Mon Mar 07, 2016 9:29 am
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 30269

Re: [REQUEST] GFX for mod : Subsurface

This is my form of contribution to this mod, basicaly, I've done modified a bit the textures, added missing ones and modified layers so : ground is now under walls walls are now smoother Subsurface_0.0.3.zip well, thanks, the graphics looks nice ! but, walls being under the ground was not a mistake...
by StanFear
Mon Mar 07, 2016 9:18 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 127366

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

miturion wrote:This looks impressive. Keep up the good work.
Thnaks ! And I am !
soon :
  • air vent GFX (thanks to yuoki)
  • fluid elevator
  • independent itemps elevator

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