Search found 12 matches

by GproKaru
Sun Apr 03, 2016 3:35 am
Forum: Implemented mod requests
Topic: 3 LUA modding suggestions
Replies: 7
Views: 1245

Re: 3 LUA modding suggestions

I'm not 100% sure what do you mean in first point? Are you placing tiles then game overrides them somehow? If yes then it would mean you should actually trigger the game to generate that chunk and then place the tiles in on_chunk_generated. That only allows for a 32x32 area of tiles, but most of th...
by GproKaru
Fri Apr 01, 2016 11:20 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 96272

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

I thought I'd share this since your subsurface mod helped me learn how to use LUA coding for the first time. (I seriously mean that, never actually done LUA coding before) I managed to make my own underground surface area that generates tunnels and stuff when chunks generate. I've yet to do my own t...
by GproKaru
Fri Apr 01, 2016 2:11 am
Forum: Implemented mod requests
Topic: 3 LUA modding suggestions
Replies: 7
Views: 1245

Re: 3 LUA modding suggestions

From what I know it would be like this: 1. You can check if chunk exists by using is_chunk_generated method of surface. 2. This one is more annoying - you would need to use on_chunk_generated and replace tiles with nothing. Would be nice to have empty terrain from start. 3. set_tiles method of surf...
by GproKaru
Wed Mar 30, 2016 1:34 pm
Forum: Implemented mod requests
Topic: 3 LUA modding suggestions
Replies: 7
Views: 1245

3 LUA modding suggestions

Suggestion 1: Could it be possible for the get_tiles function to return nil if it can't find a tile at all? I know this seems like something that won't get used often but I'm trying to work on something that involves tile checking in areas where there are no generated tiles yet and it throws up an L...
by GproKaru
Thu Mar 24, 2016 7:36 am
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 25664

Re: [REQUEST] GFX for mod : Subsurface

From my point of view, the graphics and concept are really good, they just feel too much like pixel art. Also for your hole staircase, I think you should use a brownish background (wich could look like the floor) Yeah, there's not a lot that can be helped about my art style. I try to do as much as ...
by GproKaru
Wed Mar 23, 2016 5:04 am
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 25664

Re: [REQUEST] GFX for mod : Subsurface

I did a quick mock up of the staircase base and top, just wanted to get your input on it.
Image
by GproKaru
Tue Mar 22, 2016 4:04 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 25664

Re: [REQUEST] GFX for mod : Subsurface

Like I've said, the way your mod is handling the transition for power between layers is fine right now as it is. And about the staircase darkness/transparency. I honestly think the best option visually is the way it currently is. Portraying such a transition in 2d game like this is pretty challengin...
by GproKaru
Tue Mar 22, 2016 1:30 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 25664

Re: [REQUEST] GFX for mod : Subsurface

Ok, well, in my mind, the surface above was way higher (something like at least two times that height ...) although it would then be weird to just dig by hand that height. the height need to at least be the same as the highest factorio item... so having something that fades into darkness seems bett...
by GproKaru
Tue Mar 22, 2016 12:50 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 25664

Re: [REQUEST] GFX for mod : Subsurface

well, this is nice, I originally wanted it made out of stone so that players would be able to build one from the ressources you can find underground (which is only stone) (plus this would add a new use for stone) do you think you could make it fade way in darkness the further it goes up ? and maybe...
by GproKaru
Tue Mar 22, 2016 3:03 am
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 25664

Re: [REQUEST] GFX for mod : Subsurface

I started some work on the staircase. Just thought I'd check with you if you'd like an industrialized steel staircase instead. I know you requested a stone one but design wise It might take up a lot of space and obstruct the view of the nearby area. Here's a WIP picture of the design so far. Let my ...
by GproKaru
Mon Mar 21, 2016 2:23 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 96272

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

the other problem to that solution is that having a 1 wide walls doesn't show properly, and 1 wide gaps don't eather Anyways, in the next version, this is all sorted out ! Can't wait! I really like this mod so far and I was hoping to make an underground area mod myself but I'm still learning how to...
by GproKaru
Mon Mar 21, 2016 6:14 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 96272

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Great mod! I've found a way to fix the cave walls in your mod. In the tiles.lua file, set the layer for the "caveground" to a lower integer than the "cave-walls" layer. I just swapped them around to test it out and it works, just the tileset for the walls needs to be completed. (...

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