Search found 96 matches

by ljdp
Mon Jul 06, 2015 12:36 pm
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28281

Re: [WIP] Homeworld

Nafen wrote:
ljdp wrote:Update to v0.0.2
Added sand collector.
Added synthetic sand recipe (5x wood + 5x plastic bar -> 20x wood).
20x wood? Shouldn't it say sand? :P
lol. That's a typo, it should say synthetic wood. Also I've changed that to 1x raw wood + 1x plastic -> 30x wood.
by ljdp
Sun Jul 05, 2015 11:38 pm
Forum: Modding help
Topic: Control.lua
Replies: 6
Views: 2362

Re: Control.lua

I think you can only hook onto an event once. What I do is hook onto all the events in control.lua and then forward any events on to functions defined in other files.
by ljdp
Sun Jul 05, 2015 9:47 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322508

Re: Foreman 0.1.9 - A factory optimisation tool.

New Version! Download here The big change in this version is that you have more control over what's happening in the flowchart. You can click on any node and set it to run at a fixed rate, and any nodes set to 'auto' will run as fast as they can, given these limitations. This should in theory give ...
by ljdp
Sun Jul 05, 2015 9:39 pm
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28281

Re: [WIP][0.11.22] Homeworld

I've been sanity checking the needs using the excellent foreman tool . See below for a flowchart of what you'll need, currently, for the end of the last tier. http://i.imgur.com/fxQMnKH.png http://i.imgur.com/fxQMnKH.png On the one hand, I want to encourage players to have, by the endgame, massive f...
by ljdp
Sun Jul 05, 2015 6:26 pm
Forum: Mods
Topic: [0.11.22] Command Control - Remote viewing and management
Replies: 14
Views: 24336

Re: [0.11.22] Command Control - Remote viewing and management

Xterminator wrote:This is an awesome idea! Kind if I do a mod spotlight on it? :)
Thanks. Of course you can.
by ljdp
Sun Jul 05, 2015 2:03 pm
Forum: Mods
Topic: [0.11.22] Command Control - Remote viewing and management
Replies: 14
Views: 24336

Re: [0.11.22] Command Control - Remote viewing and management

I just hit a bug. "Error while running the event handler: __commandcontrol__/radar_system.lua:33:LuaEntity API call when LuaEntity was invalid". It happens if you mine or destroy a radar when it had a gui open. Fixed in 1.0.1. https://github.com/perky/factorio-commandcontrol/releases/tag/...
by ljdp
Sat Jul 04, 2015 11:16 pm
Forum: Modding help
Topic: Factorio Crash - (LuaEntity::~LuaEntity?)
Replies: 0
Views: 1332

Factorio Crash - (LuaEntity::~LuaEntity?)

I think my mod, homeworld. Is causing a crash. But it's really difficult to debug because it's seems like it's crashing in the C layer. It happens randomly also. I've tried disabling different parts of my code to pinpoint it down, but to no success. I'm wondering if anyone has run into a similar log...
by ljdp
Sat Jul 04, 2015 10:23 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73776

Re: [0.11.x] Factorio Maps

https://forums.factorio.com/wiki/index.php?title=Lua/ProgresBarElement Haven't seen this removed in the changelogs, so should still be there for use. Just needs to be implemented in the mod. The ProgressbarElement can't be used because the map is generated in a single tick but can take long time to...
by ljdp
Sat Jul 04, 2015 10:04 pm
Forum: Mods
Topic: [0.11.22] Command Control - Remote viewing and management
Replies: 14
Views: 24336

[0.11.22] Command Control - Remote viewing and management

Command control allows you to remotely view and manage parts of your factory. It uses radars so it doesn't add any new items. When you walk up to a radar you will be presented with a GUI in the top left. This will contain a list of all the other radars, which you can click to enable remote viewing....
by ljdp
Thu Jul 02, 2015 5:54 pm
Forum: Modding help
Topic: Get fluid throughput
Replies: 0
Views: 777

Get fluid throughput

Is there a way to get fluid throughput on an entity with a fluidbox, such as the offshore-pump? I've tried getting the delta of the fluid amount with the fluid amount on the last tick but that does not work. Once a pump reaches an amount of 10 it stays at 10 from tick to tick. Also, setting the amou...
by ljdp
Wed Jul 01, 2015 2:58 pm
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28281

Re: [WIP] Homeworld

interesting, will probably try it someday soon just some suggestions : factorio is about automating (i'm sur you're aware of that :p) so the idea you have about bitters' meat does not seem right to me (even more if you need a constant income of it) the fishing building, maybe you could make it have...
by ljdp
Wed Jul 01, 2015 1:58 pm
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28281

Re: [WIP] Homeworld

Update to v0.0.2
Added sand collector.
Added synthetic sand recipe (5x wood + 5x plastic bar -> 20x wood).
Lowered sand richness.
Changed technology requirements.

https://github.com/perky/factorio-homew ... tag/v0.0.2
by ljdp
Wed Jul 01, 2015 12:46 pm
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28281

Re: [WIP] Homeworld

I forgot to add the recipe for the distillery. If you've already started a game with homeworld, update the mod, reload the game and enter this command into chat

Code: Select all

/c game.player.force.resettechnologies()
If you're reading this and haven't downloaded homeworld yet, it's already updated ;)
by ljdp
Wed Jul 01, 2015 8:26 am
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28281

[WIP][0.11.22] Homeworld

Homeworld changes the main objective of Factorio. You must supply resources to your homeworld so that civilization can be restored. Over time the population on the homeworld will require different needs as they progress through six tiers. Reach a population of 100K at tier 6 to win. http://i.imgur....
by ljdp
Wed Jul 01, 2015 1:08 am
Forum: Implemented mod requests
Topic: game.addproductionstat / game.addconsumptionstat
Replies: 0
Views: 2177

game.addproductionstat / game.addconsumptionstat

API to add production and consumption statistics to the production stats gui when you press 'P'. This will be useful for mods that generate and consume items via non-standard entities. For example treefarm. game.addproductionstat{ item = "raw-wood", count = 10 } game.addconsumptionstat{ it...
by ljdp
Wed Jul 01, 2015 12:39 am
Forum: Modding help
Topic: Trying to add lights to poles, is it possible?
Replies: 17
Views: 6400

Re: Trying to add lights to poles, is it possible?

You can check for entity equality using the equals method

Code: Select all

if entity.equals(otherEntity)
. This way you can keep entities as keys in a table, you need to iterate through the table the find the correct key and it's value.

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