Search found 555 matches

by rk84
Tue Jun 02, 2015 12:24 am
Forum: Minor issues
Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
Replies: 50
Views: 37043

Re: [0.11.20] Right-To-Left languages are presented Left-To-Right in the menus

The problem will come when an update is done (and that's another bug I reported but got shot down) - if the file is changed, it's got new CRC and that makes the update fail. I'll need to send the new translation file to the #devs to integrate into the version before a new update comes. But, if ther...
by rk84
Thu May 28, 2015 9:45 am
Forum: Mods
Topic: [MOD][WIP] Rocket Express
Replies: 12
Views: 27196

Re: [MOD][WIP] Rocket Express

First release is out for test. Disclaimer: WIP content. Items vanishing or duplicating might happen, but should not.
by rk84
Wed May 27, 2015 1:42 pm
Forum: Mods
Topic: [MOD][WIP] Rocket Express
Replies: 12
Views: 27196

Re: [MOD][WIP] Rocket Express

I'm sorry to say the delivery system is not suitable for explosives. Recent tests have ended up by exploding. :D
by rk84
Tue May 19, 2015 2:36 pm
Forum: Mods
Topic: [MOD][WIP] Rocket Express
Replies: 12
Views: 27196

[MOD][WIP] Rocket Express

Item delivery system with rockets. Thank you Gammro :D

Launch test -video

Mod adds 3 tiers of itempods and rocketports, but has graphics only for itempod-1 and coding only covers mostly tier 1 stuff, item requester and explosive requester.

Downloads:
rocket-express_0.1.1.zip
by rk84
Tue May 12, 2015 12:35 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Easier Biters
Replies: 2
Views: 3240

Re: [Idea] Easier Biters

Best not to alter those files. Mismatch data in mp. Also updater might not like it. I suggest a mod.
e.g.
eazybiters_0.0.1.zip
(7.91 KiB) Downloaded 145 times
data.lua has hp and dmg factors in first to lines. I left both at 50%
I did not add worm hp alternations (worms are turrets, if someone wants take a look.)
by rk84
Tue May 12, 2015 11:30 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227654

Re: [MOD 0.11.x] Autofill

Could you put a ceiling on the maximum number of items inserted, even after fuel value is taken into account? Yes, I have added limiter for next release. And if no one is against, I think I will make 1 fuel item per burner-inserter default? And for gun turrets, they do have an automated_ammo_count ...
by rk84
Mon May 11, 2015 4:57 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227654

Re: [MOD 0.11.x] Autofill

ok there is only one way of make those commands shorter that is to have them in map's gamescript and that requires use of custom scenariors. I could do freeplay & sandbox scenariors with autofill. Cons: Starting game requires you to launch custom scenarior, save it and load it as mp game. Or add...
by rk84
Mon May 11, 2015 11:57 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227654

Re: [MOD 0.11.x] Autofill

... Yes, especially if the console command is something simple, something that most players can remember and then type easily, without having to copy/paste it, like "liauto". If implemented, that would be super nice! I had this first /c remote.call("autofill","resetUser&quo...
by rk84
Mon May 11, 2015 8:40 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227654

Re: [MOD 0.11.x] Autofill

I like this mod a lot, but it'd be much nicer to have a "lower impact" version that only does auto-fill in the truly annoying cases, namely Burner Inserters and Gun Turrets. Also, in general, auto-fill should fill only to the same max as Inserters do, i.e. 5 Coal for Furnaces (and even mo...
by rk84
Wed May 06, 2015 8:26 pm
Forum: Modding help
Topic: [Solved] Need little help for a item filter
Replies: 6
Views: 2140

Re: [Solved] Need little help for a item filter

hmm this one relies on naming. Name of object needs to be same in both item and entity form, which usually is the case.

Code: Select all

if game.entityprototypes[item.stack.name] and game.entityprototypes[item.stack.name].type == "resource" then
edit: little fix
by rk84
Wed May 06, 2015 2:19 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227654

Re: [MOD 0.11.x] Autofill

1.3.1
Added ammo for car.
You might need reset to change settings.

Code: Select all

/c remote.call("autofill", "resetUser", "yourname")
by rk84
Wed May 06, 2015 8:36 am
Forum: Modding help
Topic: Artillery Cannon help required
Replies: 12
Views: 4133

Re: Artillery Cannon help required

You can't simply use the entity as a table index, as they change. So to find a specific one (or to prevent adding the same biter multiple times) you'll have to loop the table and compare them with entity.equals() This is about to change as they are ready to remove equals-method, because LuaObjects ...
by rk84
Wed May 06, 2015 8:28 am
Forum: Modding help
Topic: [Solved] Need little help for a item filter
Replies: 6
Views: 2140

Re: Need little help for a item filter

Even though solved. I want to post additional tips. If you have alot of item names to filter you can use table. filter = { coal = true, ["raw-wood"] = true, ["solid-fuel"] = true } -- if filter[item.stack.name] then or if you want fuel items you can do if game.itemprototypes[item...
by rk84
Mon May 04, 2015 8:26 pm
Forum: Modding help
Topic: I just can't figure this out, what am I doing wrong?
Replies: 6
Views: 1888

Re: I just can't figure this out, what am I doing wrong?

I was able to bracket the problem in entity.lua :) (technology.lua will have problem too)

I think I could make dataloader raise error in these cases (missing brackets) and see if devs like it.
by rk84
Sun May 03, 2015 8:24 pm
Forum: Modding help
Topic: Help o.o.. Things broke o.O!
Replies: 5
Views: 1730

Re: Help o.o.. Things broke o.O!

@first post.
Copy line 2
Paste between 28-29 and 8-9
Remove line 2

hmm mayby I should take use of "final-fixes" and not mess with dataloader anymore.
by rk84
Mon Apr 27, 2015 6:12 am
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103514

Re: Introduction, Downloads & Release history

Thank you for your excellent work again! :D This is my translation text for zh-CN:(format UTF-8withoutBOM) test-mode_0.11.7\locale\zh-CN\test-mode.cfg [test-mode] activate-mod=启动作弊模式吗? activation-failed=Activation failed. Invalid username: __1__ name=test-mode菜单 frametitle=Test mode 窗口 tab1=游戏设置 ta...
by rk84
Thu Apr 16, 2015 2:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.21] concatenation problems
Replies: 1
Views: 2549

[0.11.21] concatenation problems

I think we have forgot to report this. concatenation does not work with print and setgoaldescription -methods. End result for these console commands is empty string. /c game.player.setgoaldescription({"", "qwerty", "QWERTY"}) /c game.player.print({"", "qw...
by rk84
Mon Apr 13, 2015 8:36 am
Forum: Mods
Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
Replies: 71
Views: 41801

Re: [0.11.xx](almost)Pointless mod 0.0.0.3.1

What if you make fluid recipe like water to crude oil, add it in new crafting category called "handcrafting" and include the category only for player prototype.
by rk84
Thu Apr 09, 2015 6:55 am
Forum: Mods
Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
Replies: 71
Views: 41801

Re: [0.11.xx](almost)Pointless mod 0.0.0.2

Koub wrote:A weapon that heals damaged trees when shot at them :)
I had one. :lol:

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