Search found 293 matches
- 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...
- 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...
- 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.
- 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.
- 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
Tested it out, and the wall isn't healing. A bit of a problem, as one might understand
- 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...
- 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"
I've checked all my files, and the name is consistent across them all, "hybrid-wall"
- 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.
- 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 ...
- 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...
- 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...
- Mon Jun 08, 2015 11:16 pm
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78929
Re: Friday Facts #88 - Combinators
I like this idea!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.
- 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
- 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
- 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 ...
- 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!
Does this mean that hives won't spawn Dytech biters/spitters? Also, do hives follow evolution like enemy hives?darkshadow1809 wrote:Dytech support: Oh yeah! queen sized and KING sized bugs to YOUR disposal aswell!
- 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) ...
- Fri May 29, 2015 11:23 pm
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78929
Re: Friday Facts #88 - Combinators
This is a terrible idea until safe ways to cross tracks are made.Boogalo wrote:and make tracks even more deadly to players.
- 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.
- 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...