Search found 555 matches

by rk84
Wed Apr 03, 2013 3:46 pm
Forum: Pending
Topic: [0.3.2] OnLoad triggered on save.
Replies: 5
Views: 5842

Re: [0.3.2] OnLoad triggered on save.

hmm It doesn't seem very usefull for modding to onload and onsave to be called together when game is saved. Now I got problem with game side events... Some reason I got double function calls from one event. (In most event types except onpickedupitem) Like if I mined something. onplayermineditem will...
by rk84
Wed Apr 03, 2013 8:42 am
Forum: Pending
Topic: [0.3.2] OnLoad triggered on save.
Replies: 5
Views: 5842

[0.3.2] OnLoad triggered on save.

I got "game.player.print("text")" in game.onload -event and noticed it printed text in autosave and manual saving. This is in my mod and the mod does not use game.onsave -event at all. Edit: -I added "game.player.print(eventname)" in all script events. -I made a new gam...
by rk84
Tue Apr 02, 2013 4:31 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 50491

Re: [MOD WIP 0.2.10] Blueprints!!!

I just noticed you might be able to figure orientation of inserters and miners with getdropposition()

Can't wait for next version :)
by rk84
Tue Apr 02, 2013 11:46 am
Forum: Outdated/Not implemented
Topic: Angular inserter
Replies: 2
Views: 3986

Re: Angular inserter

*executes 90° movement to insert the thread on top of the pile*

o-------<Angular inserter
| ¨ ¨ ¨ New Inserters
| ¨ ¨ ¨ [Inserter] 90° Inserter - ninty degree |movement
| ¨ ¨ ¨ More Flexible Inserters
O ¨ ¨ ¨ Possible Inserters
by rk84
Tue Apr 02, 2013 10:04 am
Forum: Mods
Topic: [MOD 0.3.2] Repair tool mod
Replies: 9
Views: 21653

Re: [MOD 0.3.2] Repair tool mod

Updated.
by rk84
Mon Apr 01, 2013 4:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.3.2][0.5.1][Not fixed] Map Editor Segfaults
Replies: 10
Views: 4839

Re: [Probably fixed] Map Editor Segfaults

Yea I still get Factorio.exe has stop working alert.
by rk84
Mon Apr 01, 2013 4:50 pm
Forum: Implemented Suggestions
Topic: Wrench
Replies: 1
Views: 2980

Re: Wrench

Yup. There has been talk about repair tools and bays in forum. I'm sorry to say I haven't updated my repair tool mod, yet.
by rk84
Wed Mar 27, 2013 4:48 pm
Forum: Pending
Topic: [2.10]crash "Content Title"
Replies: 10
Views: 13420

Re: [2.10]crash "Content Title"

Mayby best stay in default types the game uses? (wav for small files and ogg for big ones)
by rk84
Wed Mar 27, 2013 2:28 pm
Forum: Mods
Topic: [MOD WIP 0.6.x] Cobra Commander mod
Replies: 49
Views: 30665

Re: [MOD WIP 0.2.10] Cobra Commander mod

~20 downloads :lol:
Feedback is welcome. Should I continue making this mod after 0.3.0 update? or mayby there would be some part(s) that would do better as separated "utility" mod?

Post count in modding section was 666 and I just ruined it :)
by rk84
Tue Mar 26, 2013 9:24 am
Forum: Implemented Suggestions
Topic: Belt placing(picking up) robots
Replies: 10
Views: 13129

Re: Belt placing(picking up) robots

Also if you want it to lay out belt 'tracks' for you that would again require some sort of gui or it would just do a set number in a preprogrammed pattern (probably x belts north of your current position) not the most useful. what about placing one track/belt then placing that robot, filling it wit...
by rk84
Wed Mar 20, 2013 12:37 pm
Forum: Mods
Topic: [MOD WIP 0.6.x] Cobra Commander mod
Replies: 49
Views: 30665

Re: [MOD WIP 0.2.10] Cobra Commander mod

Bugs fixed:
-Error on mined guardhouse
-Auto follow removed too much banners from inventory.

Added stuff:
-Troopers textures. You will love the fighting/death animation. :lol:
by rk84
Wed Mar 20, 2013 10:31 am
Forum: Ideas and Suggestions
Topic: Solars Idea
Replies: 12
Views: 17454

Re: Solars Idea

1-2. Solars already save coal. If you got enough solars to power all machines, steam engines will stop.
So turning electricity to heat and back to electricity would be disadvantageous.

3. YOU NEDD MOAR POWAH!!!
by rk84
Tue Mar 19, 2013 4:01 pm
Forum: Modding discussion
Topic: [GUIDE] To Factorio LUA 0.2.10
Replies: 7
Views: 12872

Re: [GUIDE] To Factorio LUA 0.2.10

Good work. I have some opinions. :geek: :) ..., event is a variable that is being passed on to the code that is within the onevent = function() end. -event is parameter of onevent function. When game calls onevent() it passes a variable to onevent's event parameter. -I find the global part bit miss ...
by rk84
Mon Mar 18, 2013 5:10 pm
Forum: General discussion
Topic: How to add the player starting position in the Map Editor?
Replies: 6
Views: 11750

Re: How to add the player starting position in the Map Edito

Hit f while in entity window. it will roll neutral-player-enemy entity lists.
by rk84
Mon Mar 18, 2013 12:50 pm
Forum: Mods
Topic: [MOD WIP 0.6.x] Cobra Commander mod
Replies: 49
Views: 30665

Re: [MOD WIP 0.2.10] Cobra Commander mod

Update: -Container system for boxcars. There is item called handbrake. It locks all boxcars in place and makes inserters able to insert/extract stuff in/from boxcars. Boxcars are released when you mine the handbrake. Container size is 56. Only inserters can access it. -Fast loader for loading boxcar...
by rk84
Sun Mar 17, 2013 9:03 pm
Forum: Outdated/Not implemented
Topic: Pistons
Replies: 16
Views: 15266

Re: Pistons

I would add piston item and use as ingredient for machines. but mc pistons? no thank you.
by rk84
Fri Mar 15, 2013 11:29 pm
Forum: Modding help
Topic: How do I use game methods? or destroy?
Replies: 49
Views: 19462

Re: How do I use game methods? or destroy?

remove without position will pop out last element from table.
by rk84
Fri Mar 15, 2013 12:34 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332582

Re: [MOD 0.2.10] Treefarm

Yes, but why then give them the ability to be rotable? You cant rotate furnaces and chests for example (ok rotate a chest wont change anything because they are squares). you can rotate them, but yea it does not matter unless you edit the hitbox. and furnaces for example also return default orientat...
by rk84
Fri Mar 15, 2013 11:58 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332582

Re: [MOD 0.2.10] Treefarm

mayby they are not meant to be rotable. I saved game, loaded game and noticed that orientation of hitboxes had change -> orientation was not saved.
by rk84
Fri Mar 15, 2013 10:52 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332582

Re: [MOD 0.2.10] Treefarm

How about with 3 direction? Copy top row to bottom.

edit: or 2 direction with one of these?
"axially-symmetrical": false (locomotives use this)
"axially-symetric": false (electric poles use this)

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