Search found 83 matches

by Dark
Sat Aug 30, 2014 7:41 pm
Forum: Mods
Topic: McLauncher 0.4.8 (Mod Manager works with v12)
Replies: 46
Views: 31736

Re: McLauncher 0.3.3 (Mod Manager and Downloader)

Plans to make it open source? Git repo and so on...
by Dark
Sun Aug 10, 2014 1:35 pm
Forum: Mods
Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Replies: 16
Views: 24167

Re: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)

Airat9000 wrote:mod work?
Yep, works.
by Dark
Sun Aug 10, 2014 12:25 pm
Forum: Mods
Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Replies: 16
Views: 24167

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 ...
by Dark
Tue Jul 29, 2014 9:04 pm
Forum: Mods
Topic: [0.11.15]FactoCAD 0.0.4 (20/02/15)
Replies: 36
Views: 47515

Re: FactoCAD

Interesting. It would be nice to have a variant of this with doted/crossed tile grid.
by Dark
Tue Jul 29, 2014 8:48 pm
Forum: Ideas and Requests For Mods
Topic: superradar/scanner
Replies: 6
Views: 5256

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.
by Dark
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: 190222

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.
by Dark
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: 190222

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...
by Dark
Sat Jul 26, 2014 5:21 pm
Forum: Ideas and Requests For Mods
Topic: Production alerts
Replies: 3
Views: 3804

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...
by Dark
Sat Jul 26, 2014 5:05 pm
Forum: Implemented Suggestions
Topic: [0.9] How to abort deconstruction tasks
Replies: 12
Views: 4029

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.
by Dark
Sat Jul 26, 2014 4:58 pm
Forum: Releases
Topic: Version 0.10.4
Replies: 19
Views: 26701

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.
by Dark
Sat Jul 26, 2014 4:55 pm
Forum: Modding help
Topic: Texturepack toolkit
Replies: 4
Views: 4700

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...
by Dark
Fri Jul 25, 2014 8:22 pm
Forum: Mods
Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Replies: 16
Views: 24167

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.
by Dark
Fri Jul 25, 2014 3:32 pm
Forum: Mods
Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Replies: 16
Views: 24167

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:

Code: Select all

game.alwaysday = true
No mods necessary.
by Dark
Fri Jul 25, 2014 1:32 pm
Forum: Mods
Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Replies: 16
Views: 24167

[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...
by Dark
Fri Jul 25, 2014 12:20 pm
Forum: Ideas and Requests For Mods
Topic: Directional Lights
Replies: 16
Views: 9678

Re: Directional Lights

This mod is doing petty much what was requested and has a fancy ui.
by Dark
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: 4508

Re: [0.10.3] local variable limit killed my save game

Neotix wrote:Whaaaa IT"S WORKING. Now I'm crying from happiness like a baby.
Deleting script.dat helps.
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.
by Dark
Fri Jul 25, 2014 11:56 am
Forum: Not a bug
Topic: [0.10.2][kovarex] Voracious burner inserter
Replies: 14
Views: 5547

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=...
by Dark
Fri Jul 25, 2014 11:32 am
Forum: Mods
Topic: [MOD 0.10.x] Advanced Illumination - 0.2.0 [BETA]
Replies: 9
Views: 14209

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.
by Dark
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: 4508

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...
by Dark
Fri Jul 25, 2014 9:26 am
Forum: Ideas and Suggestions
Topic: Assign Near/Far on Miner
Replies: 5
Views: 2221

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.

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