Search found 235 matches
- 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...
- 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...
- 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...
- 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...
- 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. ...
- 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 ...
- 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...
- 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
- 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 ?
I trust you'll be able to find how to get the LuaTransportLine item ?
- 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)
(if someone does it first, I won't though)
- Sat Mar 19, 2016 8:04 am
- Forum: Modding help
- Topic: Crafting with an Entity...
- Replies: 3
- Views: 1329
Re: Crafting with an Entity...
what do you mean you cannot smelt raw wood ?HellSinker wrote: The problem with smelters is that you can not smelt raw-wood, and that takes all the fun out of it.
just add a recipe with crafting category set to smelting and you should be good !
- 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
I don't really understand your first point, for the rest, I think it could be quite easy !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.
- 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 )
(Yes I love to play with surfaces, so what ?)
I would obviously use some stuff of my current mod, (like the expanding part )
- 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...
- 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...
- 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 !
- 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-...
- 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...
- 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...
- 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
Thnaks ! And I am !miturion wrote:This looks impressive. Keep up the good work.
soon :
- air vent GFX (thanks to yuoki)
- fluid elevator
- independent itemps elevator