Search found 344 matches

by kiba
Thu Aug 25, 2016 2:01 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287947

Re: [MOD 0.13.15] Robot Army. 0.2.2

Sorry to be blunt, but I don't think you understand how units/entities in Factorio work, in a modding perspective.. The entity type of the droids is a "Unit" which in the minds of the Factorio devs is simple a Biter with AI. The biters were their main focus in mind while designing these e...
by kiba
Thu Aug 25, 2016 1:37 am
Forum: Modding discussion
Topic: AirForce mod
Replies: 3
Views: 1655

Re: AirForce mod

great idea!! this will require a lot of work generally what i like to see: 1) aiports 2) production chain for planes 3) bombing planes (maybe few kinds) + production chain for bombs + auto bombers + control station to deploy bombers 4) transport planes (like trains or robots) There won't be 'airpor...
by kiba
Thu Aug 25, 2016 1:15 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287947

Re: [MOD 0.13.15] Robot Army. 0.2.2

Any plan for droids that run out of bullets? If not, I might consider forking it. You go any ideas for implementation? Give all droids ammo inventory. Reload them through logistics bot. Actually, I would go further and make all droids general purpose. They would all be modular through their interna...
by kiba
Wed Aug 24, 2016 11:52 pm
Forum: Modding discussion
Topic: AirForce mod
Replies: 3
Views: 1655

AirForce mod

I am in the midst of launching a new secondary project called AirForce. This is not like other mod where someone add a new vehicle to drive. This is a genuine bona-fide system for air warfare and air transport. I been meaning to do this for a long time, but I got bogged down writing code for my Magn...
by kiba
Wed Aug 24, 2016 11:37 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287947

Re: [MOD 0.13.15] Robot Army. 0.2.2

Any plan for droids that run out of bullets?

If not, I might consider forking it.
by kiba
Wed Aug 24, 2016 3:32 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40763

Re: [MOD 0.13.x]MagneticFloor 0.1.5

A little question about the 'read' directive. Should I make a read directive a decider-combinator underneath? Or should I come up with a specific interface and write the logic for it? The idea is that the read directive 'read' input from the player, which then decide how to rotate the arrow. For exa...
by kiba
Tue Aug 23, 2016 6:43 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40763

Re: [MOD 0.13.x]MagneticFloor 0.1.5

Version 0.1.5 is out. Lot of under-the-hood changes. One of the two main features you may notice is that all directive tiles are now entities, including the accelerator. The accelerators are now considered 'directives'. The other is the significant reduction in the requirement of researches needed f...
by kiba
Sun Aug 21, 2016 11:45 pm
Forum: Modding help
Topic: Migration Strategy
Replies: 5
Views: 1372

Re: Migration Strategy

I wasn't sure about the copyright status of short snippets modified from a forum.

So I am linking the relevant forum post tin this thread. I doubt I will get sued for code snippets that's meant to be used by me and others(that's just silly!), but I am paranoid about this.
by kiba
Tue Aug 16, 2016 10:27 pm
Forum: Modding help
Topic: Most Useless Entity?
Replies: 1
Views: 804

Most Useless Entity?

Hi I am trying to transit some of my tiles into entities, but I need to find the most useless entity that do nothing. No putting item in, no moving things, no nothing.

What match that requirement the best?

Right now, the best candidate I have are tree prototype.
by kiba
Mon Aug 15, 2016 9:32 pm
Forum: Modding help
Topic: Migration Strategy
Replies: 5
Views: 1372

Re: Migration Strategy

Thanks for the code. I now have an idea of what to do.
by kiba
Mon Aug 15, 2016 9:31 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40763

Re: [MOD 0.13.x]MagneticFloor 0.1.4

Looking at it this way I think that the hoverboard has the added benefit, compared to trains, that you can make it 'more precise'. It can drop you of right where you want to be and not simply somewhere in the neighborhood like a train would do. The nice thing about MagneticFloor is that you could a...
by kiba
Mon Aug 15, 2016 1:56 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40763

Re: [MOD 0.13.x]MagneticFloor 0.1.4

Well, you need to keep in mind that the combination of multiple leg modules + concrete floor + blue belt to run on allows you to go pretty fast already. And there are mods that simply allow you to teleport. So that's what you're up against. And we have cars and trains to transport us around of cour...
by kiba
Mon Aug 15, 2016 2:45 am
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40763

Re: [MOD 0.13.x]MagneticFloor 0.1.3

Great work! Keep it up. I didn't even know your mod has a tutorial. It's the first mod that I know of that has one (but I never even looked at big mods like bobs and dims, they might have one) I don't know how good it is to be honest. It's certainly more comprehensive and comes with more pictures t...
by kiba
Sun Aug 14, 2016 5:31 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40763

Re: [MOD 0.13.x]MagneticFloor 0.1.3

Version 0.1.4 is out! Finally! Check the mod portal. Unfortunately, no migration code from 0.1.3 to 0.1.4. If you built an accelerator, you have to remove it and build it again. Anyway, accelerators now required POWER to work! In fact, that's the only game visible change(other than the charge nerf)....
by kiba
Sun Aug 14, 2016 4:13 pm
Forum: Modding help
Topic: Migration Strategy
Replies: 5
Views: 1372

Re: Migration Strategy

In a migration JSON file: { "entity": [ ["inserter", "fast-inserter"], ["transport-belt", "fast-transport-belt"] ], "tile": [ ["dirt", "grass"] ] } Pretty much does what it sounds like. Thanks, but it seems you can only...
by kiba
Fri Aug 12, 2016 8:26 pm
Forum: Modding help
Topic: Migration Strategy
Replies: 5
Views: 1372

Migration Strategy

I see that in the modding api, there seems to be no way of replacing objects with new one? How one might accomplish that? Collect a list of all tiles/entities? I want to write a migration file, but it looked like I can't do that in any efficient manner since I didn't bother to put the tiles in a list.
by kiba
Thu Aug 11, 2016 5:15 am
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 37988

Re: [Mod 0.13] More Floors 1.0.2

What Bi-Directional Grate does?
by kiba
Sun Aug 07, 2016 7:52 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40763

Re: [MOD 0.13.x]MagneticFloor 0.1.3

You could use some of this blue arrow signs: https://www.google.de/search?q=stra%C3%9Fenschild+pfeil&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwi1lbjK85jOAhViJsAKHVcoC2cQsAQIHQ&biw=1920&bih=947 I guess they are known in many countries across europe, except Greater Britai...
by kiba
Thu Aug 04, 2016 2:20 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 4403

Re: HIdden Entities and Such

Edit: Never mind.
by kiba
Thu Aug 04, 2016 1:48 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 4403

Re: HIdden Entities and Such

You don't need an item for entity and under no condition you are forced to have a recipe for an item. Remove "-placeabe" flags from entity definition. I removed all the flags, it's still complaining about the lack of item. I think it's your minable property, you are referencing an item in...

Go to advanced search