Search found 83 matches
- Sat Aug 30, 2014 7:41 pm
- Forum: Mods
- Topic: McLauncher 0.4.8 (Mod Manager works with v12)
- Replies: 46
- Views: 34200
Re: McLauncher 0.3.3 (Mod Manager and Downloader)
Plans to make it open source? Git repo and so on...
- Sun Aug 10, 2014 1:35 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
- Replies: 16
- Views: 25126
Re: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Yep, works.Airat9000 wrote:mod work?
- Sun Aug 10, 2014 12:25 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
- Replies: 16
- Views: 25126
Re: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Suggest altering data file. Suggest the default (3 and a half minutes?) be 210 for 210 seconds, for each, or else 3.5 for 3 and a half minutes. Otherwise, 1 should be normal night/day length, 2 doubled, and 0.5 halved, and so on. Add commented data (ignored data) which states how it interprets the ...
- Tue Jul 29, 2014 9:04 pm
- Forum: Mods
- Topic: [0.11.15]FactoCAD 0.0.4 (20/02/15)
- Replies: 36
- Views: 49983
Re: FactoCAD
Interesting. It would be nice to have a variant of this with doted/crossed tile grid.
- Tue Jul 29, 2014 8:48 pm
- Forum: Ideas and Requests For Mods
- Topic: superradar/scanner
- Replies: 6
- Views: 5571
Re: superradar/scanner
I wanted to do an upgraded radar for one of my mods, but unfortunately I don't know how to reveal tiles yet.
One of ideas is to actually place powered dummy radar in a location that must be reveled, but I didn't tested it.
One of ideas is to actually place powered dummy radar in a location that must be reveled, but I didn't tested it.
- Mon Jul 28, 2014 10:16 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 200350
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I'll try to make it a bit intelligent and search for most potent deposit in the radius, it would show direction (a nice compass with dot ) and roughly estimated amount.
- Mon Jul 28, 2014 10:01 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 200350
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I'm thinking about implementing " ore finder ", that will points towards selected type of ore in 200-300 tile radius. @Calico , about 50-60% more on paper, and about 7% out of 100% spawns contained oil with DyTech installed. @omegasrevenge , are you sure that you searched for copper in eve...
- Sat Jul 26, 2014 5:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Production alerts
- Replies: 3
- Views: 4040
Re: Production alerts
Nice idea, but not sure if it can be implemented without performance hit, since there are no events for suff crafted by assemblers yet and manually tracking every item would not work on large scale. I can think of something simpler, if there are concentrations of belts with goods that need a watch t...
- Sat Jul 26, 2014 5:05 pm
- Forum: Implemented Suggestions
- Topic: [0.9] How to abort deconstruction tasks
- Replies: 12
- Views: 4551
Re: [0.9] How to abort deconstruction tasks
If got far enough into scripting to identify entity that cursor is pointing at then there is a hint:
You can't bind keys, not yet in API at least. But you can create a dummy item that when held in hand/cursor will cancel deconstruction of anything that you hover over with it.
You can't bind keys, not yet in API at least. But you can create a dummy item that when held in hand/cursor will cancel deconstruction of anything that you hover over with it.
- Sat Jul 26, 2014 4:58 pm
- Forum: Releases
- Topic: Version 0.10.4
- Replies: 19
- Views: 27804
Re: Version 0.10.4
Yay! We can rotate and teleport a fish now...if only there was a way to attach lasers to them...oh never mind, I'm sure we can think something out.
- Sat Jul 26, 2014 4:55 pm
- Forum: Modding help
- Topic: Texturepack toolkit
- Replies: 4
- Views: 5089
Re: Help for making a texturepack script
Done something like that. You can't guess mod's name that you are not aware of and you can't have any read access to the filesystem from game, and I'm not sure why would you need one. If need to know what textures you have then simply list them in a constant (table), you can also use external script...
- Fri Jul 25, 2014 8:22 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
- Replies: 16
- Views: 25126
Re: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
I'm not aiming at making only night longer, the whole day/night cycle feels too short (only 7 minutes of real time)
If you're interested in making nights longer I suggest looking at this mod to make nights less boring.
If you're interested in making nights longer I suggest looking at this mod to make nights less boring.
- Fri Jul 25, 2014 3:32 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
- Replies: 16
- Views: 25126
Re: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
@MCDomYT, this is not the purpose of this mod, if you really need to get rid of night then just type this in the console: No mods necessary.
Code: Select all
game.alwaysday = true
- Fri Jul 25, 2014 1:32 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
- Replies: 16
- Views: 25126
[MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
This small and simple mod makes day & night last 3 times longer. Day and night cycle lasts 21 minutes of real time with this mod VS 7 minutes of real time without mods. Download (1 kb) Mod can be configured to extend only day or nigh, proportions are also configurable. -- configuration inside co...
- Fri Jul 25, 2014 12:20 pm
- Forum: Ideas and Requests For Mods
- Topic: Directional Lights
- Replies: 16
- Views: 10443
Re: Directional Lights
This mod is doing petty much what was requested and has a fancy ui.
- Fri Jul 25, 2014 12:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] local variable limit killed my save game
- Replies: 10
- Views: 5020
Re: [0.10.3] local variable limit killed my save game
Be aware that you'll probably need to rebuild/replace manually a lot of modded buildings since script.dat contained information accumulated and needed by mods to work correctly.Neotix wrote:Whaaaa IT"S WORKING. Now I'm crying from happiness like a baby.
Deleting script.dat helps.
- Fri Jul 25, 2014 11:56 am
- Forum: Not a bug
- Topic: [0.10.2][kovarex] Voracious burner inserter
- Replies: 14
- Views: 6131
Re: [0.10.2][kovarex] Voracious burner inserter
Found the culprit, it's F-Mod: if glob.burnerinserters~=nil then for i,d in pairs(glob.burnerinserters) do if d.valid then if d.getinventory(1).getitemcount("coal")<3 then if d.heldstack~=nil and d.heldstack.name=="coal" then d.getinventory(1).insert{name="coal", count=...
- Fri Jul 25, 2014 11:32 am
- Forum: Mods
- Topic: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]
- Replies: 9
- Views: 14802
Re: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]
Updated to 0.2.0:
- Implemented UI along with different ways to set light's direction.
- Update first post with screenshots and UI description.
- Implemented UI along with different ways to set light's direction.
- Update first post with screenshots and UI description.
- Fri Jul 25, 2014 9:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] local variable limit killed my save game
- Replies: 10
- Views: 5020
Re: [0.10.3] local variable limit killed my save game
Limit was reached by the script that was generated by engine and embedded into save file, engine reacts weirdly to a lot of glob.entities[#glob.entities+1] = entity But everything is fine when nesting entities in a table glob.entities[#glob.entities+1] = {entity = entity} Crash with mod removed coul...
- Fri Jul 25, 2014 9:26 am
- Forum: Ideas and Suggestions
- Topic: Assign Near/Far on Miner
- Replies: 5
- Views: 2495
Re: Assign Near/Far on Miner
Next time people will ask for self building factory that has has "teleport output" and input everything in 100 tile radius.
This game is about solving such problems, without them it will be boring.
This game is about solving such problems, without them it will be boring.