Search found 46 matches

by Kevin94
Mon Apr 27, 2015 6:17 am
Forum: Modding help
Topic: Where are the Lua/Force files located?
Replies: 5
Views: 7168

Re: Where are the Lua/Force files located?

At the current time (and i don't think this will change in future) you can not mod the c++ part. The only available language for modding is lua. But i dont think this code would help you as getshiplandinginprogress should only be a simple getter function for an internal gamestate. This is because sh...
by Kevin94
Wed Apr 22, 2015 6:21 am
Forum: Show your Creations
Topic: Spot the mistake
Replies: 13
Views: 12733

Re: Spot the mistake

In my eyes there is a much greater design mistake: The ratio copper cable: electronic circuit assemblers is 1:1. Unless there are speed modules in the copper cable assemblers the EC assemblers are idling about 30% of the time wasting much space of your otherwise very compact design.
by Kevin94
Sat Mar 28, 2015 12:50 pm
Forum: Modding help
Topic: need someone for a funny scenario
Replies: 8
Views: 2247

Re: need someone for a funny scenario

I would suggest starting the Scenario, running a Script making all rails indestructible and than convert the save back to a scenario.
You could run this script also when ever the scenario is started (a scenario also has a control.lua) but i expect such a function to cause a huge lag.
by Kevin94
Thu Mar 26, 2015 4:45 pm
Forum: Modding help
Topic: Ghosts created in LUA code are not aligned to the grid
Replies: 3
Views: 2304

Re: Ghosts created in LUA code are not aligned to the grid

No, i didn't. I saw it as intended behavior and planned a larger feature request on this problem until I paused work on this mod and forgot it.
by Kevin94
Thu Mar 26, 2015 7:12 am
Forum: Modding help
Topic: Spotlight - Mixed a lamp and an electric-pole
Replies: 1
Views: 1184

Re: Spotlight - Mixed a lamp and an electric-pole

Not possible at the moment.
Other mods do this by placing some invisible entity at the same position having the second type the entity should have.
by Kevin94
Thu Mar 26, 2015 7:01 am
Forum: Modding help
Topic: Ghosts created in LUA code are not aligned to the grid
Replies: 3
Views: 2304

Re: Ghosts created in LUA code are not aligned to the grid

No you aren't doing anything wrong. I also stumbled upon this problem and found ghost buildings created by scripts are aligned to the wrong grid: They are allways placed on the grid lines (.0) and not in the center of cells (.5) like all entities. You could solve it by changing the ghost prototype (...
by Kevin94
Mon Mar 23, 2015 8:33 pm
Forum: Minor issues
Topic: [0.11.19] loading crash: modding experiments
Replies: 2
Views: 4280

Re: [0.11.19] loading crash: modding experiments

In case some future mod developer wil stumble upon this, I found the circular reference and it was on purpose: local Polygon = {} Polygon.__index = Polygon --circular reference function createPolygon() local self = setmetatable({}, Polygon) self.metatable = Polygon -- intended to restore metatable a...
by Kevin94
Sat Mar 21, 2015 11:10 am
Forum: Minor issues
Topic: [0.11.19] loading crash: modding experiments
Replies: 2
Views: 4280

[0.11.19] loading crash: modding experiments

I currently develop a mod generating dynamic structures like outposts or walls automatically and have some problems storing the data persistent. I found that the metatable is not stored in the savegame so i have to reset it in onload. I am not quite shure what i have done, but in some way i must hav...
by Kevin94
Mon Mar 16, 2015 8:33 pm
Forum: Maps and Scenarios
Topic: Custom generator
Replies: 3
Views: 8899

Re: Custom generator

you are right, RSO doesn't alter the map genration but only resource genation. But there's another mod slightly modifying the base map generation: Straight World . It uses the settiles function and the onchunkgenerated event. You could use the same mechanism to write your map generator but basicly i...
by Kevin94
Sat Mar 14, 2015 9:53 am
Forum: Maps and Scenarios
Topic: Custom generator
Replies: 3
Views: 8899

Re: Custom generator

It is possible. The RSO mod already does it, maybe it even fits your needs and you dont have to write your own.

Afaik the mod adds -1000 peeks to the vanilla generator making it is impossible to spawn anything.
by Kevin94
Sat Feb 28, 2015 9:23 am
Forum: Show your Creations
Topic: Rocket Defense Assembling Facility
Replies: 42
Views: 30084

Re: Rocket Defense Assembling Facility

The RSO mod introduces a complete new Resource Generation System. It is much more configurable than the vanilla code, although the settings aren't saved in the map but in a config file in the mod folder. It is thought to decrease resouce density but you can change it to spawn oil fields of hundred w...
by Kevin94
Wed Feb 18, 2015 8:18 am
Forum: Technical Help
Topic: "Factorio Requires Service Pack 1 on Windows 7"
Replies: 5
Views: 4924

Re: "Factorio Requires Service Pack 1 on Windows 7"

Why not just installing that Service Pack? It is a free update for Windows and unless you have a crapy internet connection or messed around with dual-boot (like me...) it should be done in no time. If you for some strange reason don't want to install it, this service pack check was introduced in ver...
by Kevin94
Wed Jan 28, 2015 9:39 pm
Forum: General discussion
Topic: Resetting Map/Radar after creating a scenario
Replies: 10
Views: 4225

Re: Resetting Map/Radar after creating a scenario

Just post the map exchange string and not a savegame.
by Kevin94
Mon Jan 26, 2015 9:30 am
Forum: Gameplay Help
Topic: Do multiple header trains make pulling rolling stock faster?
Replies: 18
Views: 26421

Re: Do multiple header trains make pulling rolling stock fas

Not really strong doesnt fit the numbers you proposed. A wagon is about 6 tiles long, a train with 3 wagons and a loco is then about 25 tiles long (to lazy for exact counting). When the the empty train traveled 100 tiles than the slower traveled 75 tiles in the same time. As acceleration is proporti...
by Kevin94
Sat Jan 24, 2015 10:49 pm
Forum: Gameplay Help
Topic: Blueprint timer. Add additional time?
Replies: 2
Views: 1692

Re: Blueprint timer. Add additional time?

As far as i know there is no console command to do this at the moment. But you can make a mod providing a research/technology doing so, the effect type is "ghost-time-to-live".
by Kevin94
Sat Jan 24, 2015 10:28 pm
Forum: Show your Creations
Topic: show me your mass storage!
Replies: 24
Views: 79756

Re: show me your mass storage!

I'm trying to transport as much as possible by train, because this enables modular factory design and easy scaling of the whole factory. This is a storage module of my previous game, it is able to store 1.5 Mio ores or up to 6 Mio Circuits. I had one for each copper/iron ore and plates, sulfur, plas...
by Kevin94
Sat Jan 17, 2015 9:03 am
Forum: General discussion
Topic: Laser Turrets and their Speed Upgrades
Replies: 17
Views: 6539

Re: Laser Turrets and their Speed Upgrades

When you are arguing with the point of beeing realistic you have to consider all aspects. Especially the ones you havent and that lack realistic behavior the most: a) Light travels that fast, that real laser beams would do instant damage, for the given distances b) Real laser pulses do not follow an...
by Kevin94
Sat Jan 10, 2015 11:25 am
Forum: Ideas and Suggestions
Topic: Scenario / Map editor enhancements
Replies: 6
Views: 2611

Re: Scenario / Map editor enhancements

Story line as UML statechart, hmm... :o Looking at the limited level and configurability of existing gui elements i don't think this will happen in game. Maybe someone will write an standalone programm combined with a mod to acomplish this (i'm thinking about an eclipse plugin for example :twisted: )
by Kevin94
Sat Jan 10, 2015 8:30 am
Forum: Ideas and Suggestions
Topic: Scenario / Map editor enhancements
Replies: 6
Views: 2611

Re: Scenario / Map editor enhancements

All the triggers you suggested are already possible with lua code. Writing a custom Campaign with multiple levels and a long story line is also possible. Marking Objects as undestroyable can be done via lua and MapEditor, deactivating them is also possible with lua, only making them invisible is afa...
by Kevin94
Tue Jan 06, 2015 8:36 am
Forum: Show your Creations
Topic: Hi, and welcome to belt hell
Replies: 38
Views: 35147

Re: Hi, and welcome to belt hell

stop with "copper cable - belt - no" adage: it is not always true. While these who dont understand complexity about copper cable should stick to it, there are ways to avoid the problem (or never have said problem if you use Productivity modules) Always true. Genuinely no reason cables sho...

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