Search found 226 matches

by ThaPear
Tue Jun 16, 2015 8:47 pm
Forum: Mods
Topic: [0.11.22] Turret range/armor upgrades (proof of concept)
Replies: 13
Views: 15515

Re: [0.11.22] Turret range/armor upgrades (proof of concept)

Peter34 wrote:A lot of sense
You're absolutely right. I don't know what I was thinking. (Well obviously, I wasn't)
I've altered it to your proposal in the other thread.
by ThaPear
Tue Jun 16, 2015 7:47 am
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68134

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

:( bug in silica mod dytech Thanks for the report, but I can't find the dytech download with lava, I've tried all downloads in DyTech Downloads . The silica is due to the creator of the silica mod naming his ore and its item differently :roll: ("silica" and "raw-silica" respecti...
by ThaPear
Tue Jun 16, 2015 7:44 am
Forum: Mods
Topic: [0.11.22] Turret range/armor upgrades (proof of concept)
Replies: 13
Views: 15515

Re: [0.11.22] Turret range/armor upgrades (proof of concept)

Small question - what problems did you have with upgrade = true? It seems to work for me without problems in fort mod. I'm not sure why, but the following does not work. They still all show up { type = "technology", name = "gun-turret-health2", icon = "__base__/graphics/tec...
by ThaPear
Tue Jun 16, 2015 7:15 am
Forum: Modding interface requests
Topic: Wildcards in locale definitions
Replies: 0
Views: 2358

Wildcards in locale definitions

In my latest mod I'm generating a lot of entities with similar names. The problem is that I need to define the locale for each separately. I'd like to request the ability to use wildcards. So instead of this: gun-turret-armor1=Gun turret gun-turret-armor2=Gun turret gun-turret-armor3=Gun turret gun-...
by ThaPear
Tue Jun 16, 2015 6:38 am
Forum: News
Topic: Friday Facts #90 - Trying to be on schedule
Replies: 24
Views: 27483

Re: Friday Facts #90 - Trying to be on schedule

WoodyDaOcas Could you please translate the first part of your message in English ? thx Here is the best guess translation of his sentence in Slovak, using Google translate: Jee, I'd like to come and play Don't Starve, with a friend (who I no longer play with) we were able to reach about 180 days. G...
by ThaPear
Mon Jun 15, 2015 11:34 am
Forum: Balancing
Topic: Turret range upgrade.
Replies: 5
Views: 11737

Re: Turret range upgrade.

I made a mod that does this, you can find it here.
by ThaPear
Mon Jun 15, 2015 11:33 am
Forum: Mods
Topic: [0.11.22] Turret range/armor upgrades (proof of concept)
Replies: 13
Views: 15515

[0.11.22] Turret range/armor upgrades (proof of concept)

As per this thread , i present: Turret Range/Armor upgrades This mod adds 5 researches for range, 5 researches for health and 3 upgrades for armor giving the gun turret 17-22 range, 200-450 health and 0/0%, 0/10%, 1/20%, 2/30% physical and impact resistance. It's probably not balanced correctly, as...
by ThaPear
Sun Jun 14, 2015 11:16 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65801

Re: [WIP] Alien walls [0.1.4]

I just browsed through the current version and it'd be a lot neater if instead of checking for the existence of certain variables on each event you simply ensure they're there in your oninit() function. function init() --Initialises the global value if glob.alienwall == nil then glob.alienwall = {} ...
by ThaPear
Fri Jun 12, 2015 11:34 am
Forum: General discussion
Topic: Tree removal?
Replies: 10
Views: 10965

Re: Tree removal?

You can use construction robots and a deconstruction blueprint to remove trees without losing their wood.
by ThaPear
Thu Jun 11, 2015 10:24 pm
Forum: Ideas and Requests For Mods
Topic: Mod Request, Thin Belts & Belt Scaffolds.
Replies: 8
Views: 12277

Re: Mod Request, Thin Belts & Belt Scaffolds.

The only real way to seperate 2 things from one belt is afaik setting up a couple of smart inserters and sort that wat you want out or that what you don't want into a chest. Most times im going the first route, sorting that wat i need elswhere onto another belt. You can use this trick: https://foru...
by ThaPear
Thu Jun 11, 2015 9:34 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65801

Re: [WIP] Alien walls [0.1.2]

Klonan, the script you posted for having research increase regen rate doesn't seem to work. It's like the research event isn't triggering or changing anything. Quite possibly due to this: if HP < 1750 then -- Should be: HP = HP + glob.monsterregen HP = HP + glob.regenrate --Hp per second determined...
by ThaPear
Thu Jun 11, 2015 9:21 am
Forum: Modding help
Topic: Placeable items?
Replies: 5
Views: 3046

Re: Placeable items?

You could try making it decorative, take a look at those items.
by ThaPear
Thu Jun 11, 2015 9:19 am
Forum: Mods
Topic: [0.11.x]Item Count 0.0.1
Replies: 16
Views: 34752

Re: [0.11.x]Item Count 0.0.1

Peter34 wrote:We've used this mod in our last 3 or 4 Tuesday evening coop MP sessions, and haven't had any problems with that, nor any other mods.
Good to hear it works on MP.

Thanks for the feedback people!
by ThaPear
Wed Jun 10, 2015 11:27 pm
Forum: Implemented mod requests
Topic: Access crafting time
Replies: 3
Views: 4838

Re: Access crafting time

You can make an alternative recipe with a shorter (or longer) crafting time and use control.lua to disable the old recipe and enable the new one when the research is done.
by ThaPear
Wed Jun 10, 2015 11:18 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68134

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Any plans for the cool man's version? :P I believe that one doesn't fit the factorio theme quite as well as the older one. The teleportation is quite easy to do (as that's all they do), but I do not think it's fitting. What do you think about the alternative RA2 textures for miner and refinery? The...
by ThaPear
Wed Jun 10, 2015 7:00 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65801

Re: [WIP] Alien walls

Simplification of the tick function: game.onevent(defines.events.ontick, function(event) if (game.tick % 60) == 0 then heal_wall() end end) Fix of the heal_wall function: function heal_wall() if glob.monsterwall ~= nil then for k,monsterwall in pairs(glob.monsterwall) do if monsterwall.valid then --...
by ThaPear
Wed Jun 10, 2015 8:21 am
Forum: This Forum
Topic: Search interval
Replies: 2
Views: 6775

Search interval

I use search a lot, but I often find myself annoyed at the message:
Sorry but you cannot use search at this time. Please try again in a few minutes.

I'd like to suggest lowering the search interval for users with over a certain post count. (50 or 100 or something)
by ThaPear
Wed Jun 10, 2015 8:20 am
Forum: Balancing
Topic: Belts = Magic?
Replies: 13
Views: 18590

Re: Belts = Magic?

The idea is simple, Belts dont run on magic! you need to give them power to run. to make this belts work early game (before power) is to make a coal powered belt crank. put it next to any lingth of belt to get the holl chain moving. after you get power all you'll need to do is make at least on belt...
by ThaPear
Tue Jun 09, 2015 12:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.22] [kovarex] Crash when loading savegame
Replies: 2
Views: 1489

[0.11.22] [kovarex] Crash when loading savegame

I was happily playing and suddenly the game hangs and stops responding. I kill it, hoping to load one of my autosaves, but all 3 cause the game to crash on load. I was only using Landfill 2.1.4 . The savegame also lists Harvester-mod 0.0.7, but I have not used any part of it. What was I doing? Runni...
by ThaPear
Mon Jun 08, 2015 8:48 am
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68134

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

I'm curious, is there a limit on the maximum range of this thing? If you leave a refinery and some harvesters running by themselves will they start travelling massive distances to find remote ore deposits? And if you're using a mod that changes basic ores into infinite fields (like the option in Bo...

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