Search found 1065 matches
- Fri Mar 07, 2014 9:47 pm
- Forum: News
- Topic: Friday Facts #24
- Replies: 38
- Views: 26261
Re: Friday Facts #24
I think we really need factory floors for this update now that everything will look fancier :D Also I think I and most of us will need to get used to the new graphics, specially the new orange inserter (that I guess is the yellow old one) Aaand will the assembling machine 3 have more futuristic thin...
- Fri Mar 07, 2014 12:15 pm
- Forum: General discussion
- Topic: 0.9.2
- Replies: 16
- Views: 7817
Re: 0.9.2
Euskadi Ta Askatasuna ? saying that is offensive for me!Lee_newsum wrote:E.T.A.
(I know that it means estimated time of arrival, but ETA is armed basque nationalist organization so im kidding a bit, but is serious)
- Fri Mar 07, 2014 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1]Destroyed custom gui don't resize parent gui
- Replies: 1
- Views: 767
[0.9.1]Destroyed custom gui don't resize parent gui
1:When right clicking a GUI (a modded GUI or a game gui), it counts as a normal left click, but the clicking picture is not shown. 2:When the custom gui is placed in the center, it doesnt update if a element is added to a child element: Ej: game.player.gui.center.add{type="frame",name=&quo...
- Fri Mar 07, 2014 9:49 am
- Forum: Not a bug
- Topic: [0.9.0] Not sure if it is a bug (Control.lua, getliquid())
- Replies: 5
- Views: 4245
Re: [0.9.0] Not sure if it is a bug (Control.lua, getliquid(
Ok sorry for tanking so long answering this.
Is not a bug, it only happens when the storage of the tank is empty, that confused me a bit.
Is not a bug, it only happens when the storage of the tank is empty, that confused me a bit.
- Fri Mar 07, 2014 8:16 am
- Forum: Modding help
- Topic: Items not showing
- Replies: 5
- Views: 3139
Re: Items not showing
That will make you need to put all base edits in the data.luaimmibis wrote:Alternatively, put your data:extend calls directly in data.lua. Nothing actually forces you to have separate files.
- Wed Mar 05, 2014 9:26 pm
- Forum: General discussion
- Topic: Dont understand the reasoning behind production module
- Replies: 8
- Views: 4509
Re: Dont understand the reasoning behind production module
But imagine something expensive, wich you arent giving enough resources for the machine to be working full-time, you add a prod module, and you are gaining resources and a bit of time. Doesnt happen much in the game atm but I have used them for express transport belts that can be a big resource sink...
- Wed Mar 05, 2014 8:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] getitemcount in onentitydied when ghosts are active
- Replies: 3
- Views: 1004
Re: getitemcount + ghostbuildings
Not sure if it is a bug or not, it is weird, so I guess it is.
For a workarround you can store every container entity in a glob table with the onbuildentity event, land store its waste contents every tick, and if in a tick it is not valid, then pollute what it had in the previous tick.
For a workarround you can store every container entity in a glob table with the onbuildentity event, land store its waste contents every tick, and if in a tick it is not valid, then pollute what it had in the previous tick.
- Wed Mar 05, 2014 4:38 pm
- Forum: Modding help
- Topic: Can an entity have no collision box?
- Replies: 12
- Views: 4029
Re: Can an entity have no collision box?
ground-tile
water-tile
resource-layer
floor-layer
item-layer
object-layer
player-layer
ghost-layer
doodat-layer
Are all the collision masks available. I dont think it is anywhere so thats why im placing it here.
water-tile
resource-layer
floor-layer
item-layer
object-layer
player-layer
ghost-layer
doodat-layer
Are all the collision masks available. I dont think it is anywhere so thats why im placing it here.
- Wed Mar 05, 2014 2:44 pm
- Forum: Modding help
- Topic: Can an entity have no collision box?
- Replies: 12
- Views: 4029
Re: Can an entity have no collision box?
Aaaah. Pipes cant have no colision box because their connection are based in the colisin box I think
- Tue Mar 04, 2014 10:18 pm
- Forum: Modding help
- Topic: game.settile
- Replies: 2
- Views: 1184
Re: game.settile
The arguments are a table containing tables with the tiles you want to set,so:
Game.settile{{name="sand",position={0,0}}, {name="sand",position={0,1}}}
I specified two but you can put as much as you want
Game.settile{{name="sand",position={0,0}}, {name="sand",position={0,1}}}
I specified two but you can put as much as you want
- Tue Mar 04, 2014 8:02 pm
- Forum: Modding help
- Topic: Can an entity have no collision box?
- Replies: 12
- Views: 4029
Re: Can an entity have no collision box?
Transport belts have colision box, but their colision box is different is not -colision-, but its the area where they can move stuff. There are some entities that can also be walked throught like ores, but for entities like... Containers is not possible, there will allways be a small colision box, t...
- Tue Mar 04, 2014 6:53 pm
- Forum: Modding help
- Topic: Disable aliens/biters destroying actual items/buildings
- Replies: 3
- Views: 2355
Re: Disable aliens/biters destroying actual items/buildings
I dont think that will work 100% fine, because that would make you track the entities with the gun, and also it will make you attack them when pressing space. There is a easier way to do it I think, there is a way to set the objetive of all biters and the distractions, so if you remove the distracti...
- Mon Mar 03, 2014 9:10 pm
- Forum: Not a bug
- Topic: [0.9.1] Inserter fails to grab from express turn
- Replies: 10
- Views: 7887
Re: [0.9.1] Inserter fails to grab from express turn
Yea I dont really see it as a bug, I think its logical that if the transport belt goes too fast the inserter cant pick it.
It would be different if it happened everywhere, not only in curves, because belts would be quite useless in some situations.
It would be different if it happened everywhere, not only in curves, because belts would be quite useless in some situations.
- Mon Mar 03, 2014 3:28 pm
- Forum: News
- Topic: Friday Facts #23 - Year after
- Replies: 45
- Views: 31847
Re: Friday Facts #23 - Year after
@ficolas: I would like that too. But that leaves me with too much questions open. What's their "job"? Not walking around? What do they eat? What is the connections to the worms and spawners? It would be cool, if they had a behavior, which is based on needs and likes. Would? Im talking abo...
- Mon Mar 03, 2014 12:47 pm
- Forum: News
- Topic: Friday Facts #23 - Year after
- Replies: 45
- Views: 31847
Re: Friday Facts #23 - Year after
@Malkasphia-> I also love how the biters moves, it is my favorite thing in the game, sometimes, I create a map in peaceful mode just to stay there with them and see how they moves in the environment : ) (during hours XD) I would have a bunch of biters in adoption at my place for sure if it would be...
- Mon Mar 03, 2014 12:28 pm
- Forum: Not a bug
- Topic: [0.9.1]Sandbox "walking" speed too fast for build+walk
- Replies: 2
- Views: 2931
[0.9.1]Sandbox "walking" speed too fast for build+walk
When I try to place a large row of solar pannels, transport belts or whatever while walking on sandbox, there are spaces where the entity is now placed because the god speed is too fast
- Mon Mar 03, 2014 12:23 pm
- Forum: General discussion
- Topic: Games Modes / Settings and Feedback on 0.9.1
- Replies: 8
- Views: 5669
Re: Games Modes / Settings and Feedback on 0.9.1
Do you mean that death is for ever?Iron man: Cant save, but on exit.
Maybe as a hardcore gamemode but no for the normal game
other ideas are cool
- Sun Mar 02, 2014 12:17 am
- Forum: Ideas and Suggestions
- Topic: Inserter option to pick up items when items on belt stopped
- Replies: 4
- Views: 5016
Re: Inserter option to pick up items when items on belt stop
I think this can be done alredy (dont think its a feature buuut)
With express belts, in curves and only in curves, inserters arent fast enough to pick the item when going through, im not sure if it works with fast inserters.
I noticed today while messing up with some stuff.
With express belts, in curves and only in curves, inserters arent fast enough to pick the item when going through, im not sure if it works with fast inserters.
I noticed today while messing up with some stuff.
- Sat Mar 01, 2014 10:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Horseshoe Circuit Factory
- Replies: 9
- Views: 17037
Re: Horseshoe Circuit Factory
All this time thinking that 1 copper plate is 1 copper cable... And 1 copper cable is 2 copper wires...
All this time using 3 wire assemblers per electronic circuit assembler xD I was sooo wrong
All this time using 3 wire assemblers per electronic circuit assembler xD I was sooo wrong
- Sat Mar 01, 2014 10:39 pm
- Forum: Off topic
- Topic: Made my day
- Replies: 3
- Views: 7620
Re: Made my day
New in the forum and he alredy haves a post about him!