Search found 235 matches

by StanFear
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...
by StanFear
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...
by StanFear
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 ...
by StanFear
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...
by StanFear
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...
by StanFear
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...
by StanFear
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...
by StanFear
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...
by StanFear
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
by StanFear
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 !
by StanFear
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...
by StanFear
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...
by StanFear
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

kiba wrote:HELL YEAH!
ermh ... thank you ?
by StanFear
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...
by StanFear
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 ...
by StanFear
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...
by StanFear
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 !)
by StanFear
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...
by StanFear
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 ...
by StanFear
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...

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