Search found 1352 matches

by Choumiko
Wed Dec 31, 2014 12:59 pm
Forum: Mods
Topic: SmartTrains 0.2.0 [0.11.5+]
Replies: 69
Views: 46469

Re: [MOD 0.11.6][WIP] SmartTrains

Maybe you coud make a smart train stantion that woud accept the train only of certain circuit netowork condicions were met, and some kind of circuit network broadcaster/reciver to do something like this, if coal(in main base) < 2000 then activate train stantion with coal(coal outopost) Sounds inter...
by Choumiko
Wed Dec 31, 2014 12:13 pm
Forum: Modding help
Topic: Replace locomotive GUI
Replies: 3
Views: 1738

Re: Replace locomotive GUI

As far as i know all the guis that are not created by mods are a blackbox, you can't get any info from them, nor modify/destroy them. The only thing i'm aware of is: player.opened, which returns the entity of the opened gui.
by Choumiko
Wed Dec 31, 2014 8:05 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 78369

Re: [MOD 0.10.2] Automatic Rail Laying Machine

So i downloaded your zip. The machine lays rail always to the right and never in front of me? Works fine for me (newly downloaded zip, fresh 0.11.8 game, no exra mods) Repost: Make sure you don't enter the engine when it's on a curved track. Try leaving and entering again. Signals or poles don't hi...
by Choumiko
Tue Dec 30, 2014 10:49 pm
Forum: Modding help
Topic: Replace locomotive GUI
Replies: 3
Views: 1738

Re: Replace locomotive GUI

Hi, How can I replace the locomotive GUI for a custom locomotive entity with my own one? I'm afraid that's not possible (at the moment). You'll have to create a custom gui (probably at player.gui.top or left), take a look at TheFatController , it's the same principle for what you want to do. (preci...
by Choumiko
Tue Dec 30, 2014 10:36 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 78369

Re: [MOD 0.10.2] Automatic Rail Laying Machine

I just uploaded a renamed version: https://github.com/Choumiko/rail-layer/raw/master/releases/rail-layer_0.1.1.zip (no renaming required) Works for 0.11.8 It does not check if rails can be placed, will build over water and other entities, use at own risk! Works in singleplayer, haven't tried in mult...
by Choumiko
Mon Dec 29, 2014 11:12 am
Forum: General discussion
Topic: Automatic mining bases expansion (or eliminating the need)
Replies: 31
Views: 20455

Re: Automatic mining bases expansion (or eliminating the nee

Well, I think you are thinking in smaller dimensions. I would like to talk here about thousands of tiles. There is no fun in placing such long tracks "by hand", or building dozens of signals of making your 20th train crossing. But maybe I'm wrong with those dimensions. :) Nope, you're rig...
by Choumiko
Sun Dec 28, 2014 7:11 pm
Forum: Modding discussion
Topic: Lots of Stone
Replies: 5
Views: 7524

Re: Lots of Stone

I haven't used any of these mods (Dytech for while, but not that much), so no idea what amounts of stone we're talking. I remember someone posting that he uses Landfill with modified recipes. Don't know how usefull this mod is for your playstyle, but then you have something to use the stone besides ...
by Choumiko
Thu Dec 25, 2014 9:22 pm
Forum: General discussion
Topic: (Important) Has the train pathing changed?
Replies: 6
Views: 3686

Re: (Important) Has the train pathing changed?

The only thing i'm aware of is this: https://forums.factorio.com/forum/viewtopic.php?f=30&t=7165&p=56536#p56536 Don't know if/when this chage was released though. If it is out, maybe splitting your holding tracks into 2 blocks solves the issue? Edit: Seems like it solves it. http://screensho...
by Choumiko
Thu Dec 25, 2014 9:09 pm
Forum: Implemented mod requests
Topic: [Request] event.onentitydamaged / event.onattack
Replies: 5
Views: 7120

Re: [Request] event.onentitydamaged / event.onattack

A better thing would be event.onentityattacking, which would trigger whenever anything attacks. It's needed because weapons can have splash damage (rocket launcher, mines), create many projectiles at one (shotgun) or have other ways of damaging many entities (flamethrower), and because even project...
by Choumiko
Thu Dec 25, 2014 3:30 pm
Forum: Implemented mod requests
Topic: [Request] event.onentitydamaged / event.onattack
Replies: 5
Views: 7120

[Request] event.onentitydamaged / event.onattack

I would like to propose 1 and/or 2 new events: onentitydamaged : event contains the entity, the damage(amount/type) and the entity that caused the damage (if there is one) onattack : contains unit group, engaging turrets (basicly the info the player already gets shown to the right of the toolbar whe...
by Choumiko
Wed Dec 24, 2014 4:32 pm
Forum: Mods
Topic: [WIP] Capsule turrets
Replies: 5
Views: 8226

[WIP] Capsule turrets

Born from this thread: https://forums.factorio.com/forum/viewtopic.php?f=33&t=7543 Video: https://www.youtube.com/watch?v=PHX8jIfZ5Ps Adds: a turret that shoots all capsule types currently in the game Magazines for the capsules (so you can still throw the capsules) That's basically it for the mo...
by Choumiko
Wed Dec 24, 2014 2:44 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 342563

Re: [Mod 0.11.x] Rail Tanker - Liquid transport

Also, is there any way to force the invisible tank to align to grid? I haven't looked into Factorio modding at all, but it really should be feasible. There is a way, but i think he doesn't use it because of the whole "Wagons have different length depending on their direction" thing: https...
by Choumiko
Wed Dec 24, 2014 1:45 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Capsule Turret
Replies: 6
Views: 4858

Re: [Idea] Capsule Turret

I loved that idea so much that i just had to try it :D It was surprisingly simple, no control.lua needed, just some copying of things from the base game:
Video in bad quality, but you'll get the idea
Capsule turret2.jpg
Capsule turret2.jpg (88.23 KiB) Viewed 4805 times
Download/Mod thread coming soon, want to do some cleanup first
by Choumiko
Wed Dec 24, 2014 8:06 am
Forum: Resolved Problems and Bugs
Topic: [0.11.6] game.canplaceentity broken for rails
Replies: 5
Views: 2446

Re: [0.11.6] game.canplaceentity broken for rails

Yes the exact same error. Tried with a fresh downloaded zip package (0.11.8.12921) for windowsx64, using windows 7. Again, no mods (exept base and scenario pack), fresh map
by Choumiko
Tue Dec 23, 2014 4:56 pm
Forum: General discussion
Topic: Did you know: you can board cargo wagons?
Replies: 7
Views: 2980

Re: Did you know: you can board cargo wagons?

psihius wrote:And in multiplayer you can all ride the same train, just board different wagons/locomotive :)
What happens if each player presses different directions, forwards backwards? Train derails, is torn apart? :D
by Choumiko
Tue Dec 23, 2014 12:39 pm
Forum: Show your Creations
Topic: Rocket Defense Assembling Facility
Replies: 42
Views: 30202

Re: Rocket Defense Assembling Facility

But makeing something like 1 rocket defence per minute would require something HUGE. Could be a fun challange tho :D Even more "fun" would be having the 50h production graph showing 1.0/m and 3000 for the rocket defense. I guess that factory could be called stable/efficient in all regards...
by Choumiko
Tue Dec 23, 2014 12:28 pm
Forum: General discussion
Topic: Did you know: you can board cargo wagons?
Replies: 7
Views: 2980

Re: Did you know: you can board cargo wagons?

And don't forget that if the cargo wagon is part of a train and the train is in manual mode you can also drive it manually from inside the wagon. Thank god, makes returning the rail-layer to a resuplly station that much easier :mrgreen: The acceleration/breaking may be backwards depending on how th...
by Choumiko
Tue Dec 23, 2014 12:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.6] game.canplaceentity broken for rails
Replies: 5
Views: 2446

Re: [0.11.6] game.canplaceentity broken for rails

Tried with 0.11.8 with the same results as in the OP, as it's not in the changelog i'm not that surprised. Just wanted to make sure it actually isn't working and not only the changelog is missing this rather unimportant bugfix :D
by Choumiko
Tue Dec 23, 2014 11:28 am
Forum: Mods
Topic: Mod List
Replies: 8
Views: 7710

Re: Mod List

Great idea but two things:

1. Stickie the thread, now! :D
2. Maybe add a column "runs with" as some mods may have an older release that still works with (some) newer versions, RSO is one of these i think
by Choumiko
Mon Dec 22, 2014 5:16 pm
Forum: Modding help
Topic: Something like getTrainStops() or event.onattack
Replies: 3
Views: 1860

Re: Something like getTrainStops() or event.onattack

There is nothing that give's you a list of all the train stops on the map, so you are going to have find them manually. That said you should only ever have to use findentitiesfiltered once, when the mod is first initialized in oninit. game.getchunks() will tell you all the about all the chunks that...

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