Silica v 0.1.5 [0.11.x][WIP]

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G_glop
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Re: Silica v 0.1.4 [0.11.x][WIP]

Post by G_glop »

chriscisco wrote:
G_glop wrote:It was around 1000 concrete water pits(25000 silica), it will be harder to fill it up with concrete floor and idk how long the salt will last (used for science packs 3 in Cartmen's complete overhaul) and there is some 2 second freezes due to lua limitantions, but still better then constant worry of alien attacks/pollution overproduction(used a tree barrier before to contain it) :D
I imagine the freezes are path finding related.

One of the things I want to add to game as part of my mod is a flying alien (of sorts), if I can figure out how to get it working.
Hmm, maybe from certain point in evolution, when alien cannot find a normal path he will find a path ower water, when he's blocked by the water he will switch to a swimming type that woud ignore water(flying robot AI, but shown swimming in water), and when he woud "swim" ower to the other side he will turn back to it's normal state.
Only problem woud be how to make the animantions join up.

G_glop
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by G_glop »

Bug report: if concrete water pit is replaced with concrete any pumps that were sucking from the pit will still work. ;)
Image

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

G_glop wrote:Bug report: if concrete water pit is replaced with concrete any pumps that were sucking from the pit will still work. ;)
Image
I came across that yesterday, it is because pumps always pump water, and they are controlled by the placement, I am going to work on a fix were it will remove them to your inventory, but it will take a little while.

YuokiTani
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by YuokiTani »

Work's fine - the only thing i need is 1 or 2 more different looking concrete :) - (maybe only coloring ?)

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

YuokiTani wrote:Work's fine - the only thing i need is 1 or 2 more different looking concrete :) - (maybe only coloring ?)
Yes, I am working on figuring out what other floor types I want. After Christmas is over I am going to post some new plans.

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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by G_glop »

Please, make the concrete "spameable" because now if you hold place you will loose 3/9 of tiles of concrete. :(

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

G_glop wrote:Please, make the concrete "spameable" because now if you hold place you will loose 3/9 of tiles of concrete. :(
Unfortunately that is because they are not entities and the entity is just used for placement. if you overlap the existing tiles, I can check for that, but I cannot refund a partial tile to the player, by making them really easy to mass produce I am trying to offset that. I may look at lowering the crafting speed to balance it. I actually wanted the tiles to be 1x1 but expanded them to 2x2 while keeping the 1x1 recipe.

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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by G_glop »

chriscisco wrote:
G_glop wrote:Please, make the concrete "spameable" because now if you hold place you will loose 3/9 of tiles of concrete. :(
Unfortunately that is because they are not entities and the entity is just used for placement. if you overlap the existing tiles, I can check for that, but I cannot refund a partial tile to the player, by making them really easy to mass produce I am trying to offset that. I may look at lowering the crafting speed to balance it. I actually wanted the tiles to be 1x1 but expanded them to 2x2 while keeping the 1x1 recipe.
Thanks, now i don't fell bad when wasting tiles of concrete! :)

YuokiTani
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by YuokiTani »

Please don't change vanilla-recipes or make a big RED-Warn Button on your mod.
i realize to late you change the electric-circut-recipe. this ruins all product-lines if your mod added to a savegame.
removeing your mod or at least this recipes fucks up the savegame (crash after load) - but thats a factorio-thing.

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

Added;
It is not red, but there is a warning before the download section.

YuokiTani
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by YuokiTani »

chriscisco wrote:Added;
It is not red, but there is a warning before the download section.
ohoh, i should learn to read :oops:
(for my personal use, i removed this specific recipe ^^ - so all it's fine again)

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

YuokiTani wrote:
chriscisco wrote:Added;
It is not red, but there is a warning before the download section.
ohoh, i should learn to read :oops:
(for my personal use, i removed this specific recipe ^^ - so all it's fine again)
I only added the image after you asked, there was something under notes.

Airat9000
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by Airat9000 »

good mod!
idea in water canal added you silica

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

I have updated the first page with some planned features that I am going to be working on this week.

It includes
  • Laser Gun and Upgrade techs for it.
  • Alien Armour Level.
  • Additional Floor types, looking for suggestions of patterns.
  • Carbon Sequestration that will remove some pollution from a section.
  • Change the hit box for the Gun Turret so it can be placed in the same density both horizontally and vertically.
  • I am going to explore creating a new power type.
  • Additional things to use alien artifacts for.
YuokiTani wrote:(for my personal use, i removed this specific recipe ^^ - so all it's fine again)
When you start a new game I recommend you try it with the recipe :)

YuokiTani
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by YuokiTani »

not the best, needs tested ... and overhauled (you see i prefer darker tiles ^^)
how many would you add ?

ImageImageImageImage

i will try it - if i start a new game :)

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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by Airat9000 »

:( :( Image

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

Airat9000 wrote::( :( Image
Heh, I know what is causing that, I create the barrels using code, it just creates barrels for every fluid, but I don't have graphics for any fluids add with other mods.

I will work on a quick fix for that, should be able to release it tomorrow.

What other mods do you have?

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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by Airat9000 »

chriscisco wrote:
Airat9000 wrote::( :( Image
Heh, I know what is causing that, I create the barrels using code, it just creates barrels for every fluid, but I don't have graphics for any fluids add with other mods.

I will work on a quick fix for that, should be able to release it tomorrow.

What other mods do you have?
more
screen
Image
Image

chriscisco
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by chriscisco »

Airat9000 wrote:
chriscisco wrote:
Airat9000 wrote::( :(
Heh, I know what is causing that, I create the barrels using code, it just creates barrels for every fluid, but I don't have graphics for any fluids add with other mods.
I will work on a quick fix for that, should be able to release it tomorrow.
What other mods do you have?
more
screen
I have released a version that should fix that, I am also working on a way for other mods to add fluid barrels, not finished yet however.

Airat9000
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Re: Silica v 0.1.5 [0.11.x][WIP]

Post by Airat9000 »

chriscisco wrote: I have released a version that should fix that, I am also working on a way for other mods to add fluid barrels, not finished yet however.

I noticed a bug, as I have to get silicon? I can get and how do I get it? conflict with another mod.

I noticed a bug, as I have to get silicon? I can get and how do I get it? conflict with another mod bob Ore.
that is, I can not get it without examining technology ..
and for this purpose it is necessary to open a bunch and there is no possibility to get it. Thanks bug is.
Image

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