Search found 293 matches

by vedrit
Wed Jun 10, 2015 6:13 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 458
Views: 278792

Re: Just bought the game; What were Your first impressions?

I saw the Factorio thread on the SA forums, watch the trailer, played through the demo, and bought it all in the same night. Spent 50 hours on my first game (in the middle of exam period) and am going to start my second game after my exams are done. My first impression: lots of potential. The few t...
by vedrit
Wed Jun 10, 2015 5:57 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

Re: [WIP] Alien walls

This is just a draft, once more work is done and its reasonably packaged i can work on it more. If this doesnt work let me know. Just save it as control.lua require "defines" require "util" game.onevent(defines.events.ontick, function(event) if glob.ticking == nil then glob.tick...
by vedrit
Wed Jun 10, 2015 4:28 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

Re: [WIP] Alien walls

That would be appreciated. I don't currently have a control file, and I'm curious how it would work.
by vedrit
Wed Jun 10, 2015 7:30 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

Re: [WIP] Alien walls

So, according to the wiki, healing_per_tick only works on active entities, but I don't see anywhere I can set an entity to be active. There's mention of an [entity].active = true but it doesn't seem to be working, or else I don't know how to use it.
by vedrit
Wed Jun 10, 2015 7:06 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

Re: [WIP] Alien walls

Resolved the issue. I wasn't calling recipe or item in data. It now loads up without a hitch! MOVING ON!

Tested it out, and the wall isn't healing. A bit of a problem, as one might understand
by vedrit
Wed Jun 10, 2015 5:08 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

Re: [WIP] Alien walls

I've hit a snag in that Factorio always "Error in assignID, 'hybrid-wall' was not recognized id of item" sometimes it'll say recipe instead of item I've checked all my files, and the name is consistent across them all, "hybrid-wall" I recomends make a copy of existing item and m...
by vedrit
Wed Jun 10, 2015 4:19 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

Re: [WIP] Alien walls

I've hit a snag in that Factorio always "Error in assignID, 'hybrid-wall' was not recognized id of item" sometimes it'll say recipe instead of item
I've checked all my files, and the name is consistent across them all, "hybrid-wall"
by vedrit
Tue Jun 09, 2015 11:53 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

Re: [WIP] Alien walls

I've literally just started, so I have nothing done. My girlfriend does graphic design, so I've asked her to handle graphics. I'm kind of just going through files and figuring out what I need and where to put things.
by vedrit
Tue Jun 09, 2015 9:49 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 66152

[MOD 1.0] Alien walls [0.9.5]

Type: Mod Name: Alien Walls Description: Originating as an add-on to darkshadow's Evolution , this mod is now a stand-alone mod that adds regenerating walls and gates. License: CC BY-NC-SA Dependency: Base Factorio Version: 0.9.5 Release: 08/18/2020 Tested-With-Factorio-Version: 1.0 Category: Other ...
by vedrit
Tue Jun 09, 2015 9:26 pm
Forum: Mods
Topic: [0.11.x] Craft Faster
Replies: 27
Views: 28517

Re: [0.11.x] Craft Faster

I wonder how hard it would be to create a module to be placed in armor that would increase crafting speed...
by vedrit
Mon Jun 08, 2015 11:46 pm
Forum: Mods
Topic: [0.11.22] Recycling Plant
Replies: 33
Views: 45768

Re: [0.11.22] Recycling Plant

Hey Nox, I don't know if this is an acceptable way to do things, but maybe you could look through ScrapMod's data.lua (The mod hasn't updated in a long time, so it's probably abandoned anyway) for a way to parse the recipes from mods. I imagine it'll be harder, since the return will be completely di...
by vedrit
Mon Jun 08, 2015 11:16 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 78929

Re: Friday Facts #88 - Combinators

Lupoviridae wrote:I would love to see a little red/green light on the decider combinators. Green when the condition is true, red when false (aka not outputting a signal). This would make it really easy to look at a large combinator array and determine it's status.
I like this idea!
by vedrit
Mon Jun 08, 2015 9:14 pm
Forum: Mods
Topic: [0.11.x] Craft Faster
Replies: 27
Views: 28517

Re: [0.11.x] Craft Faster

You have green and blue science packs switched
by vedrit
Mon Jun 08, 2015 7:10 pm
Forum: Mods
Topic: [MOD 0.11.x] Fort mod v0.2.0
Replies: 11
Views: 17891

Re: [MOD 0.11.x] Fort mod v0.2.0

I'd like more info on this mod
by vedrit
Mon Jun 08, 2015 4:42 pm
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 35563

Re: [MOD 0.11.x] Artillery Cannon - v1.0.1

I personally dont care if I can aim it on my own, as long as it dosent blow itself, or the things right around itself up. :D I used it for a while in its current state and its very nice, but as soon as it fired on my own walls and let the biters right through I had to uninstall it. +1 I personally ...
by vedrit
Sun Jun 07, 2015 4:30 am
Forum: Mods
Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
Replies: 90
Views: 72783

Re: [0.11.22] Evolution | Alien Manipulation

I'm adding this mod to the list I'll be using when playing with friends!
darkshadow1809 wrote:Dytech support: Oh yeah! queen sized and KING sized bugs to YOUR disposal aswell!
Does this mean that hives won't spawn Dytech biters/spitters? Also, do hives follow evolution like enemy hives?
by vedrit
Fri May 29, 2015 11:52 pm
Forum: Ideas and Suggestions
Topic: Additions to the fluid system
Replies: 22
Views: 7916

Re: Additions to the fluid system

I agree that fluids needs to be enhanced, but I don't think conversion between gas and liquid as described is the way to do it. Treat fluids and gases as separate items with temperature values, and only be able to convert between gases and fluids in machines (boilers, engines, chemical plants, etc) ...
by vedrit
Fri May 29, 2015 11:23 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 78929

Re: Friday Facts #88 - Combinators

Boogalo wrote:and make tracks even more deadly to players.
This is a terrible idea until safe ways to cross tracks are made.
by vedrit
Fri May 29, 2015 6:44 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 78929

Re: Friday Facts #88 - Combinators

OMG! This is going to be AWESOME! I hope this allows for checking power levels as well, like demand/production.
by vedrit
Wed May 20, 2015 8:58 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Tripwire
Replies: 4
Views: 4912

Re: [Request] Tripwire

Until the devs put in an actual warning sensor, wouldn't it be possible to create a land mine like item, but that does 0 damage and doesn't self-destruct? I suppose technically it would behave like a turret...

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