Search found 1352 matches
- Wed Dec 31, 2014 12:59 pm
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 48594
Re: [MOD 0.11.6][WIP] SmartTrains
Maybe you coud make a smart train stantion that woud accept the train only of certain circuit netowork condicions were met, and some kind of circuit network broadcaster/reciver to do something like this, if coal(in main base) < 2000 then activate train stantion with coal(coal outopost) Sounds inter...
- Wed Dec 31, 2014 12:13 pm
- Forum: Modding help
- Topic: Replace locomotive GUI
- Replies: 3
- Views: 1896
Re: Replace locomotive GUI
As far as i know all the guis that are not created by mods are a blackbox, you can't get any info from them, nor modify/destroy them. The only thing i'm aware of is: player.opened, which returns the entity of the opened gui.
- Wed Dec 31, 2014 8:05 am
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83456
Re: [MOD 0.10.2] Automatic Rail Laying Machine
So i downloaded your zip. The machine lays rail always to the right and never in front of me? Works fine for me (newly downloaded zip, fresh 0.11.8 game, no exra mods) Repost: Make sure you don't enter the engine when it's on a curved track. Try leaving and entering again. Signals or poles don't hi...
- Tue Dec 30, 2014 10:49 pm
- Forum: Modding help
- Topic: Replace locomotive GUI
- Replies: 3
- Views: 1896
Re: Replace locomotive GUI
Hi, How can I replace the locomotive GUI for a custom locomotive entity with my own one? I'm afraid that's not possible (at the moment). You'll have to create a custom gui (probably at player.gui.top or left), take a look at TheFatController , it's the same principle for what you want to do. (preci...
- Tue Dec 30, 2014 10:36 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83456
Re: [MOD 0.10.2] Automatic Rail Laying Machine
I just uploaded a renamed version: https://github.com/Choumiko/rail-layer/raw/master/releases/rail-layer_0.1.1.zip (no renaming required) Works for 0.11.8 It does not check if rails can be placed, will build over water and other entities, use at own risk! Works in singleplayer, haven't tried in mult...
- Mon Dec 29, 2014 11:12 am
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 21584
Re: Automatic mining bases expansion (or eliminating the nee
Well, I think you are thinking in smaller dimensions. I would like to talk here about thousands of tiles. There is no fun in placing such long tracks "by hand", or building dozens of signals of making your 20th train crossing. But maybe I'm wrong with those dimensions. :) Nope, you're rig...
- Sun Dec 28, 2014 7:11 pm
- Forum: Modding discussion
- Topic: Lots of Stone
- Replies: 5
- Views: 7696
Re: Lots of Stone
I haven't used any of these mods (Dytech for while, but not that much), so no idea what amounts of stone we're talking. I remember someone posting that he uses Landfill with modified recipes. Don't know how usefull this mod is for your playstyle, but then you have something to use the stone besides ...
- Thu Dec 25, 2014 9:22 pm
- Forum: General discussion
- Topic: (Important) Has the train pathing changed?
- Replies: 6
- Views: 3907
Re: (Important) Has the train pathing changed?
The only thing i'm aware of is this: https://forums.factorio.com/forum/viewtopic.php?f=30&t=7165&p=56536#p56536 Don't know if/when this chage was released though. If it is out, maybe splitting your holding tracks into 2 blocks solves the issue? Edit: Seems like it solves it. http://screensho...
- Thu Dec 25, 2014 9:09 pm
- Forum: Implemented mod requests
- Topic: [Request] event.onentitydamaged / event.onattack
- Replies: 5
- Views: 7315
Re: [Request] event.onentitydamaged / event.onattack
A better thing would be event.onentityattacking, which would trigger whenever anything attacks. It's needed because weapons can have splash damage (rocket launcher, mines), create many projectiles at one (shotgun) or have other ways of damaging many entities (flamethrower), and because even project...
- Thu Dec 25, 2014 3:30 pm
- Forum: Implemented mod requests
- Topic: [Request] event.onentitydamaged / event.onattack
- Replies: 5
- Views: 7315
[Request] event.onentitydamaged / event.onattack
I would like to propose 1 and/or 2 new events: onentitydamaged : event contains the entity, the damage(amount/type) and the entity that caused the damage (if there is one) onattack : contains unit group, engaging turrets (basicly the info the player already gets shown to the right of the toolbar whe...
- Wed Dec 24, 2014 4:32 pm
- Forum: Mods
- Topic: [WIP] Capsule turrets
- Replies: 5
- Views: 8467
[WIP] Capsule turrets
Born from this thread: https://forums.factorio.com/forum/viewtopic.php?f=33&t=7543 Video: https://www.youtube.com/watch?v=PHX8jIfZ5Ps Adds: a turret that shoots all capsule types currently in the game Magazines for the capsules (so you can still throw the capsules) That's basically it for the mo...
- Wed Dec 24, 2014 2:44 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 354887
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Also, is there any way to force the invisible tank to align to grid? I haven't looked into Factorio modding at all, but it really should be feasible. There is a way, but i think he doesn't use it because of the whole "Wagons have different length depending on their direction" thing: https...
- Wed Dec 24, 2014 1:45 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Capsule Turret
- Replies: 6
- Views: 5095
Re: [Idea] Capsule Turret
I loved that idea so much that i just had to try it It was surprisingly simple, no control.lua needed, just some copying of things from the base game:
Video in bad quality, but you'll get the idea Download/Mod thread coming soon, want to do some cleanup first
Video in bad quality, but you'll get the idea Download/Mod thread coming soon, want to do some cleanup first
- Wed Dec 24, 2014 8:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] game.canplaceentity broken for rails
- Replies: 5
- Views: 2634
Re: [0.11.6] game.canplaceentity broken for rails
Yes the exact same error. Tried with a fresh downloaded zip package (0.11.8.12921) for windowsx64, using windows 7. Again, no mods (exept base and scenario pack), fresh map
- Tue Dec 23, 2014 4:56 pm
- Forum: General discussion
- Topic: Did you know: you can board cargo wagons?
- Replies: 7
- Views: 3217
Re: Did you know: you can board cargo wagons?
What happens if each player presses different directions, forwards backwards? Train derails, is torn apart?psihius wrote:And in multiplayer you can all ride the same train, just board different wagons/locomotive
- Tue Dec 23, 2014 12:39 pm
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 31790
Re: Rocket Defense Assembling Facility
But makeing something like 1 rocket defence per minute would require something HUGE. Could be a fun challange tho :D Even more "fun" would be having the 50h production graph showing 1.0/m and 3000 for the rocket defense. I guess that factory could be called stable/efficient in all regards...
- Tue Dec 23, 2014 12:28 pm
- Forum: General discussion
- Topic: Did you know: you can board cargo wagons?
- Replies: 7
- Views: 3217
Re: Did you know: you can board cargo wagons?
And don't forget that if the cargo wagon is part of a train and the train is in manual mode you can also drive it manually from inside the wagon. Thank god, makes returning the rail-layer to a resuplly station that much easier :mrgreen: The acceleration/breaking may be backwards depending on how th...
- Tue Dec 23, 2014 12:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] game.canplaceentity broken for rails
- Replies: 5
- Views: 2634
Re: [0.11.6] game.canplaceentity broken for rails
Tried with 0.11.8 with the same results as in the OP, as it's not in the changelog i'm not that surprised. Just wanted to make sure it actually isn't working and not only the changelog is missing this rather unimportant bugfix
Re: Mod List
Great idea but two things:
1. Stickie the thread, now!
2. Maybe add a column "runs with" as some mods may have an older release that still works with (some) newer versions, RSO is one of these i think
1. Stickie the thread, now!
2. Maybe add a column "runs with" as some mods may have an older release that still works with (some) newer versions, RSO is one of these i think
- Mon Dec 22, 2014 5:16 pm
- Forum: Modding help
- Topic: Something like getTrainStops() or event.onattack
- Replies: 3
- Views: 2032
Re: Something like getTrainStops() or event.onattack
There is nothing that give's you a list of all the train stops on the map, so you are going to have find them manually. That said you should only ever have to use findentitiesfiltered once, when the mod is first initialized in oninit. game.getchunks() will tell you all the about all the chunks that...