Search found 235 matches
- Sun Jan 31, 2016 11:06 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Without any kind of automation, I cheated by reducing the weight and increasing rotation speed. It's a huge pain in the ass to sit there and wait for the machine to move itself. That's contrary to the spirit of factorio! I might try my hand at writing code to make it 'automated', though I don't kno...
- Sat Jan 30, 2016 9:35 am
- Forum: Implemented mod requests
- Topic: [Request] on_marked_for_deconstruction improvements
- Replies: 6
- Views: 13624
Re: [Request] on_marked_for_deconstruction improvements
with pretty much the same idea, a new event that is fired when a player uses a deconstruction planner with as event parameters, the area selected, and the item used. that way, you don't even have to have items that can be destroyed to know the area the planer was used on ! (maybe this should be a ne...
- Sat Jan 30, 2016 8:53 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
I think I found a solution to that problem of being stuck underground : not make the ground borer work in both ways, but have an "escape pod" apear when the player destroys the elevator, I hope this solution will be enough for you ! Great. I hope this escape pod will also be craftable in ...
- Fri Jan 29, 2016 9:09 pm
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 30263
Re: [REQUEST] GFX for mod : Subsurface
the hole should have rocky walls (the ruffer the better), think just drilled, and with some belts going up and down from it, (and with stairs or an elevator for the player) on the subsurface, having the shadows of the borders of the hole could be nice, and with a metal platform (I now realize my dra...
- Fri Jan 29, 2016 4:20 pm
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 30263
Re: [REQUEST] GFX for mod : Subsurface
If you are speaking of the main elevator, (with the drawings I did) I was indeed thinking of tunnels, but since there is a belt place when the entity is places, the begining of the item elevator could be seen ! for the item elevator, I think it will change a little, and go from 1x2 to 2x2 or 2x3 wit...
- Fri Jan 29, 2016 3:49 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Very nice, but you should add a option for the digging machine to what elevation it should dig. Because right now there is a problem if the Tunnel-Entrance gets mined there is for the player no more a possibilities to get back to the surface area. Ergo the player gets stuck forever in that place an...
- Fri Jan 29, 2016 3:32 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 574225
Re: Yuoki Industries - Informations, Suggestions, Questions
i have read your request, now i'am waiting ^^ for some time and solution (best way to make it) - to fulfill that. but usually i don't post or speak about things before it's not done. And it's still the right way to post a request in the texture-forum ! OK, well, I'm waiting patirently then ^^ And I...
- Fri Jan 29, 2016 8:18 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 574225
Re: Yuoki Industries - Informations, Suggestions, Questions
Well, whatever you add, I hope it has a bunch of spinning things and flashing lights. Spinning things and flashing lights are cool. if i remember correct you wanted a radar-station, i have nothing speaks against ... so in next version YI sells also Radars. consumes more energy and greater range (of...
- Wed Jan 27, 2016 1:11 pm
- Forum: Mod and installation managers
- Topic: FactorioGear
- Replies: 30
- Views: 44085
Re: FactorioGear
when I launch and select the factorio.exe file, I get :
Code: Select all
Acess violation at address 0073C09C in module 'FactorioGear.exe'
Read of adress 00000003
- Tue Jan 26, 2016 8:46 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Supercheese wrote:I would be more than happy to work with you if/when you decide what should be done about ion cannon/subsurface interactions.
as I said there's a lot to be done before that, but as soon as I think of a way (and have time to set it up), I'll be also glad to work with you !
- Mon Jan 25, 2016 10:43 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Waiting for that 0.13 experimental as it will include the per surface time :)! PS: you could as a placeholder if a solar panel is placed underground remove it and put it back into the players inventory saying: Why would i put a solar panel underground? Basically just check if entity.surface is == u...
- Sun Jan 24, 2016 10:22 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
I can't laid concrete underground. Also, I can cheat putting solar panels there too. yeah, you can't because the ground is based on concrete (your speed is the same as with concrete, I'll try to do something about that ! for the solar pannels, I know, the thing is, last time I checked you could not...
- Sun Jan 24, 2016 8:23 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
ermh ... thank you ?kiba wrote:HELL YEAH!
- Sat Jan 23, 2016 11:03 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][0.12.21+] Subsurfaces 0.0.2 : build beneath your base
new version available : 0.0.3 download on original post what's new : code in a repo in github ( https://github.com/stanfear/FactorioMod-Subsurface.git ) player take damage when there is too much polution in a subsurface subsurfaces to all surfaces (including subsurfaces) motorised drill to expand th...
- Fri Jan 22, 2016 6:22 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][Mod 0.12.last] Subsurfaces : build beneath your base
Definitely not trying to steal your thunder or anything here, I just figured you would appreciate free polish for the mod. I noticed a scripting error when I save my game and I am still in the subsurface, and try to load the save again. It's fairly easy to reproduce. I also saw you didn't check if ...
- Wed Jan 20, 2016 11:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.21] [kovarex] surface.set_tiles() doesn't update the minimap
- Replies: 1
- Views: 5772
[0.12.21] [kovarex] surface.set_tiles() doesn't update the minimap
as said in the title, the lua API call to surface.set_tiles() doesn't update the minimap putting an item (that shows on the map) make the minimap redraw though (only on the chunk the entity was built on) this bug makes my wip mod not show changes to the map at all the surface : the surface.png the m...
- Wed Jan 20, 2016 1:17 pm
- Forum: Texture Packs
- Topic: Some help for developers?
- Replies: 13
- Views: 31371
Re: Some help for developers?
Hi !
wow, what you did is pretty cool ! I would love it if you did the graphics of my wip mod ! (see https://forums.factorio.com/forum/viewtop ... 15&t=19315 for more info !)
wow, what you did is pretty cool ! I would love it if you did the graphics of my wip mod ! (see https://forums.factorio.com/forum/viewtop ... 15&t=19315 for more info !)
- Tue Jan 19, 2016 10:47 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127222
Re: [WIP][Mod 0.12.last] Subsurfaces : build beneath your base
Mod is a nice idea :D As it goes for underground warfare: maybe a tunnel digging worm that has every 60 (or so) minutes a 10%-chance to dig to the surface? If your underground-base is connected to the worms tunnel and it digs to the surface, then the underground pollution gets to the surface, sprea...
- Tue Jan 19, 2016 2:26 pm
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 30263
[REQUEST] GFX for mod : Subsurface
hello, I started developpment few days ago of a new mod : subsurface and as stated in the mod thread (and by the presence of this post in this subforum), I need help with graphics. for those who don't want to go on the mod hread to understand what my mod does : it basically add subsurfaces to every ...
- Mon Jan 18, 2016 8:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] NESTT: Build your base inside a train
- Replies: 75
- Views: 100850
Re: [MOD 0.12.x] NESTT: Build your base inside a train
ehm ... I think I found a bug : on version 0.1.0, If I enter a secound train, the map never gets generated (the enter/exit boutton is available directly when I enter the train), and when I teleport inside, I get killed right away ... I know it probably shouldn't be used with more than one train, but...