Search found 20 matches

by ZachAttackary
Wed Apr 06, 2016 11:13 pm
Forum: Show your Creations
Topic: Snake in Factorio - Combinator Contraptions
Replies: 8
Views: 4541

Re: Snake in Factorio - Combinator Contraptions

XKnight wrote:Hmmmm....
I think it is possible to make 10x10 snake in 40-70 combinators, and definitely with 20-30 changes per second.
Oh I'm sure you could. Like I said, this is my first project with combinators, I am by no means an expert!
by ZachAttackary
Wed Apr 06, 2016 9:21 pm
Forum: Show your Creations
Topic: Snake in Factorio - Combinator Contraptions
Replies: 8
Views: 4541

Re: Snake in Factorio - Combinator Contraptions

I am wondering, how many combinators have you used to make this snake? Because I see about 150 comb only on your screen, and for some reasons I think this is not the whole system. It ended up being about 500 combinators. What you are seeing in the picture is just the screen controller and a bit of ...
by ZachAttackary
Wed Apr 06, 2016 7:25 am
Forum: Show your Creations
Topic: Snake in Factorio - Combinator Contraptions
Replies: 8
Views: 4541

Re: Snake in Factorio - Combinator Contraptions

Oh man, that is awesome! I most definitely did not search enough! Thanks for the link!
by ZachAttackary
Wed Apr 06, 2016 3:33 am
Forum: Show your Creations
Topic: Snake in Factorio - Combinator Contraptions
Replies: 8
Views: 4541

Snake in Factorio - Combinator Contraptions

I noticed that there are not many people creating cool stuff with the combinators in factorio. They are infinitely more powerful than redstone in minecraft, yet the coolest thing I could find on the web was your scrolling sign or the christmas light show. I spent the last 10 hours or so making snake...
by ZachAttackary
Sun Dec 13, 2015 12:21 am
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 27894

Re: [MOD 0.12.10] Blueprint Deployer 1.0.0

This mod would solve all of my problems, bring all of my hopes and dreams to life and give hope to my great idea of a self expanding base, if... it were for my version of the game. Please update it to the newer versions of factorio. Hey Zimmie! Thanks for showing interest in my mod! I actually have...
by ZachAttackary
Sat Nov 14, 2015 12:22 am
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 27894

Re: [MOD 0.12.10] Blueprint Deployer 1.0.0

if you take a bp of the deployer with a bp in it you wont get a repeating setup it will do like 3 copys good find. This is actually intentional. when a blueprint has a deployer in it, if that deployer has no blueprint, the blueprint deployer that gets placed by the deployer will inherit the bluepri...
by ZachAttackary
Fri Nov 13, 2015 8:45 am
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 27894

Re: [MOD 0.12.10] Blueprint Deployer 1.0.0

thanks for this grate mod i have had so much fun making marching turrets,mines that lay themselves and pack them self away when all the ore is removed i think im going to have to grab the smarter circuitry mod to get more ways to trigger things keep up the grate work i think this is one of the best...
by ZachAttackary
Sun Nov 08, 2015 6:35 pm
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 27894

Re: [MOD 0.12.10] Blueprint Deployer 1.0.0

RepairMan wrote:Good Job, gonna try it out now. :D

Dont wanna be the bad guy, but don't you need to include the original license in the mod?
Its there, unless I put it in the wrong spot. Mind helping me out?
by ZachAttackary
Sun Nov 08, 2015 7:15 am
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 27894

Re: [MOD 0.12.10] Blueprint Deployer 1.0.0

Version 1.0.0 is released! Try it out and give me feedback!
Here is a video showing what the mod can do: https://youtu.be/YZa1hStfKn4
-ZachAttackary
by ZachAttackary
Sat Nov 07, 2015 11:49 pm
Forum: Modding help
Topic: Hide Items from the signal screen
Replies: 0
Views: 3000

Hide Items from the signal screen

The mod I am currently developing has items and corresponding entities that are never directly accessible by the player. I would like to hide these from the player on the signal screen(in a combinator/smart inserter/lamp etc). Is this possible?

Thanks in advance,
ZachAttackary
by ZachAttackary
Fri Nov 06, 2015 2:06 am
Forum: Modding help
Topic: create_entity Error - Solved
Replies: 7
Views: 7213

Re: create_entity Error

Either the on_robot_pre_mined or the on_preplayer_mined_item to access the entity it would be event.entity.

so in your case I think you are going to want event.entity.name == "bf_bio_farm" then
by ZachAttackary
Thu Nov 05, 2015 6:09 am
Forum: Modding help
Topic: create_entity Error - Solved
Replies: 7
Views: 7213

Re: create_entity Error

TheSAguy wrote: event.surface.create_entity{name = "bf_bio_farm_light", position = entity.position, force = entity.force}
I may be just dense, but where are you declaring entity?
by ZachAttackary
Thu Nov 05, 2015 3:42 am
Forum: Modding help
Topic: Creating Dummy Players
Replies: 1
Views: 2630

Creating Dummy Players

From my understanding, everytime a player logs on with a new name, a new player gets added to the game.players table. Is there any other way to make a Lua/Player?
by ZachAttackary
Sun Nov 01, 2015 10:40 pm
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 27894

Re: Blueprint Deployer Sneakpeak

ssilk wrote:I recommend to add correct subject (see forum rules) otherwise I'll reject it then. ;)
Fixed! Thanks for the heads up. First time posting, new to this whole thing.
by ZachAttackary
Sat Oct 31, 2015 1:14 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20709

Re: Automated Blueprint Deployer - Proof of Concept w/ video

I'm not sure if anyone is still interested in this mod, but here is my spin on it. Will upload download link when I've ironed out all of the bugs.

https://forums.factorio.com/forum/vie ... 97&t=17428

-ZachAttackary
by ZachAttackary
Sat Oct 31, 2015 12:44 am
Forum: Mods
Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
Replies: 25
Views: 27894

[MOD 0.12.10] Blueprint Deployer 1.0.0

Blueprint Deployer 1.0.0 Info: Never place a blueprint manually again! Blueprint Deployer: A machine that places a blueprint when activated via the circuit network. Deconstructor: A machine that, when activated by the circuit network, deconstructs an area similar to a deconstruction planner. Name: ...
by ZachAttackary
Fri Oct 23, 2015 9:01 pm
Forum: Modding help
Topic: Blueprinting Custom Buildings
Replies: 6
Views: 7426

Re: Blueprinting Custom Buildings

DaveMcW wrote:flags = {"not-on-map"}
This doesn't appear to stop blueprints from seeing the entity. are you positive this flag does what you think it does? I looked online and I can't seem to find any information on it.
by ZachAttackary
Fri Oct 23, 2015 5:57 pm
Forum: Modding help
Topic: Blueprinting Custom Buildings
Replies: 6
Views: 7426

Re: Blueprinting Custom Buildings

Dave! You are a genius! I've spent some time thinking through this solution and I totally can use it! Way cool! Thanks for the help!!!
by ZachAttackary
Fri Oct 23, 2015 5:05 pm
Forum: Modding help
Topic: Blueprinting Custom Buildings
Replies: 6
Views: 7426

Re: Blueprinting Custom Buildings

Oh interesting. I'm struggling to see how you could use this for data transfer. if when you place the item it replaces the item with another item, how would you capture the data from the constant-combinator? If there was a way to leave the constant-cominator there, but hidden, so I could still acces...
by ZachAttackary
Fri Oct 23, 2015 12:00 am
Forum: Modding help
Topic: Blueprinting Custom Buildings
Replies: 6
Views: 7426

Blueprinting Custom Buildings

Hello Everyone! I am getting into modding for the first time after playing this game for quite some time. I have a decent programming background, so I get the basics. I am making a custom building that needs to save some data with it. This is all fine and dandy until I make a blueprint of said build...

Go to advanced search