Island start start can be awesome, if it's not quite island:
https://dl.dropboxusercontent.com/u/415 ... .04.53.png
Search found 86 matches
- Sun May 08, 2016 4:36 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 56377
- Sun May 08, 2016 9:37 am
- Forum: Modding discussion
- Topic: Prototypes properties ingame. (JA data-to-control thread)
- Replies: 5
- Views: 1667
Re: Prototypes properties ingame. (JA data-to-control thread)
Adding read support takes a lot of time. That is a game design bug. :P Everything takes time. Even now replying to these posts takes time that I could be spending programming :P That's a life design bug. :P You should have automated the posting process long ago. Just takes a whole heap of processor...
- Sat May 07, 2016 9:06 pm
- Forum: Ideas and Requests For Mods
- Topic: A Mountain of Ideas
- Replies: 9
- Views: 9934
Re: A Mountain of Ideas
I had the inline assembler idea entirely separately, and my implementation is a little on the kludgy side but works well enough. It's also limited (by design moreso than limitation) to one kind of items per input belt, and at most three-ingredient recipes (and only the one-ingredient is currently im...
- Sat May 07, 2016 6:45 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 4650
Re: tip for graphics
UPD: At least it can solve the long-term problem of "Pass some info from data.lua to control.lua" :lol: I wasn't aware there was even a need to pass info from data to control. Isn't data just a hub for all the things you've got spread around the mod's folders, with some final fixes thrown...
- Sat May 07, 2016 5:37 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 4650
Re: tip for graphics
There's problems, and there's problems. Modders not having quite the same power as they could does not quite measure up to the magnitude of "problem" that a keylogger or trojan hidden in 5000 lines of elaborate filesystem-accessing code can create. Especially if you consider the devs as b...
- Sat May 07, 2016 5:18 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 4650
Re: tip for graphics
the devs have also removed the file system included with Lua. i guess it means security, but makes a lot of problems... There's problems, and there's problems. Modders not having quite the same power as they could does not quite measure up to the magnitude of "problem" that a keylogger or...
- Sat May 07, 2016 4:34 pm
- Forum: Modding help
- Topic: crafting finished?
- Replies: 3
- Views: 1466
Re: crafting finished?
when you craft a rocket(not vanilla, my modded one) it launches automatically. i.e. there is an assembler for item small-rocket. when it finishes i want it to launch the rocket. i have all the other code sorted, but not the transition from when the assembler finishes crafting There's no event to do...
- Sat May 07, 2016 4:29 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 4650
Re: tip for graphics
Nice to hear it! :) Seems like the devs themselves didn't realize a complexity of the mods the community would try to implement :D I'd dare to say that there's quite a lot of complexity the devs did not realize the mod community would want to make. :P You can't have a fuel-fed power generator unles...
- Sat May 07, 2016 2:40 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 4650
Re: tip for graphics
Lua is amazing. I'd say "programming is amazing". The same approach is possible for almost all programming languages. ;) That is true. However, Lua being a scripting language (or, the proper term I suppose being, "interpreted language", more specifically a multi-paradigm, dynami...
- Sat May 07, 2016 11:31 am
- Forum: Modding help
- Topic: Rotating assembling machines?
- Replies: 9
- Views: 3669
Re: Rotating assembling machines?
Apparently transport belts cannot be teleported. Trying to teleport them returns false. Going to root around, see if it's maybe a fixable issue.
- Sat May 07, 2016 11:00 am
- Forum: Modding help
- Topic: Rotating assembling machines?
- Replies: 9
- Views: 3669
Re: Rotating assembling machines?
Pft. "Teleport". Why. -_-DaveMcW wrote:http://lua-api.factorio.com/0.12.33/Lua ... l#teleportSean Mirrsen wrote:to just relocate an entity.
(It has not even occurred to me to look for something like that)
- Sat May 07, 2016 10:53 am
- Forum: Modding help
- Topic: Rotating assembling machines?
- Replies: 9
- Views: 3669
Re: Rotating assembling machines?
Really hate having to have a pipe on the side there, but I guess there's no helping it for now. Remove the pipes_cover_pictures and they wont be there Okay, will do. So, I fixed the visuals matching with the transport belts, by skewing one side of the main body for the side views. Eh. It'll do. Now...
- Sat May 07, 2016 8:13 am
- Forum: Modding help
- Topic: Rotating assembling machines?
- Replies: 9
- Views: 3669
Re: Rotating assembling machines?
Okay, I guess this works. https://dl.dropboxusercontent.com/u/4152380/Screenshots/Screenshot%202016-05-07%2012.04.38.png Really hate having to have a pipe on the side there, but I guess there's no helping it for now. Going to have to adjust the side-view sprites to match Factorio's screwy impression...
- Sat May 07, 2016 7:46 am
- Forum: Modding help
- Topic: Rotating assembling machines?
- Replies: 9
- Views: 3669
Re: Rotating assembling machines?
But I don't want fluidboxes. :/
They don't make sense, here, especially on the basic assembly line that takes just one ingredient. Well, unless you count the possibility of unloading oil barrels.... mmmmeh. Okay, let's see if that will do it...
They don't make sense, here, especially on the basic assembly line that takes just one ingredient. Well, unless you count the possibility of unloading oil barrels.... mmmmeh. Okay, let's see if that will do it...
- Sat May 07, 2016 7:31 am
- Forum: Modding help
- Topic: Rotating assembling machines?
- Replies: 9
- Views: 3669
Rotating assembling machines?
Greetings, modding people of Factorio. I require your help. I am making some neat machinery here. Unfinished graphics, but that's beside the point. https://dl.dropboxusercontent.com/u/4152380/Screenshots/Screenshot%202016-05-07%2011.21.34.png They work fairly well as-is, but I would really rather li...
- Sat May 07, 2016 7:24 am
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 4650
Re: tip for graphics
That is actually very helpful!
Thank ye kindly for this bit of wisdom.
Thank ye kindly for this bit of wisdom.
Re: [MOD 0.12.26] KS Power
After using this mod as a basis for my own burner-generator implementation, I have to wonder - why was the boiler chosen as the main item in the boiler-generator pair? I managed to get an animated sprite working for it by switching it around: https://dl.dropboxusercontent.com/u/4152380/Screenshots/s...
- Mon May 02, 2016 7:33 am
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 8945
Re: Refactorio 0.0.1
Huh, that's interesting. I actually have a lot of the same ideas as this mod's creator, for my own "Factorio Gaiden" mod-in-the-works. The burner generator is actually borrowed from KS's power mods. If you want to use that without losing the burner inserter, you can grab KS Power . Commen...
- Sun May 01, 2016 7:51 pm
- Forum: Won't implement
- Topic: Entity/component model in prototypes
- Replies: 15
- Views: 8492
Re: Entity/component model in prototypes
Sorry for butting into such a high-level discussion, I am in no way competent enough in programming to comment on how to optimize the game (aside from commenting on how it manages to juggle tens of thousands of objects with no slowdown on my potato of a tablet PC, which is really impressive! :D). Bu...
- Sun May 01, 2016 7:37 pm
- Forum: Mods
- Topic: Refactorio 0.0.1
- Replies: 23
- Views: 8945
Re: Refactorio 0.0.1
Huh, that's interesting. I actually have a lot of the same ideas as this mod's creator, for my own "Factorio Gaiden" mod-in-the-works. Up until the complete removal of the burner-inserter. That is too useful a tool to remove, however I do think that it does not make sense in vanilla, being...