Search found 12 matches

by HoneyFox
Sun May 25, 2014 11:23 am
Forum: Mods
Topic: [0.9.8] Cargo Wagon Inventory Upgrade
Replies: 14
Views: 13470

Re: [0.9.8] Cargo Wagon Inventory Upgrade

I've been feeling that the wagon inventory is too small for a long time.
Yet this mod seems fair enough that we can trade the speed for capacity. Besides, trains with slower speed is much safer for me to CROSS the RAILWAY.
by HoneyFox
Sun May 18, 2014 5:59 am
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 40684

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.4

are you asking what line you should be changing to fix it then? no. i was just trying to help since someone want the harvesters to be able to collect ore even when the player is not inside, hence that means the script need to keep track of all these harvesters. and that's what i also did in my edit...
by HoneyFox
Sun May 18, 2014 4:01 am
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 40684

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.3

[quote="FreeER"][quote="Scoutter"]I like the mod a lot but I have the problem that my game crashes everytime the harvester try to mine the last 1 of an ore, even your programming should exclude this event.[/quote]This was fixed just recently (though the newest version doesn't se...
by HoneyFox
Fri May 16, 2014 9:48 am
Forum: Implemented mod requests
Topic: Request getting certain slot in an inventory
Replies: 8
Views: 10298

Re: Request getting certain slot in an inventory

yeah, I just ran into this helping McSpiffy with the C&C harvester... needed to find out what the refinery had in it so that it could dynamically output it onto the ground but the only way to do that (since getinventory(1) returns userdata...) was a hackish for loop that iterates over getconten...
by HoneyFox
Fri May 16, 2014 3:58 am
Forum: Implemented mod requests
Topic: Request getting certain slot in an inventory
Replies: 8
Views: 10298

Request getting certain slot in an inventory

Would be good if we can have something like this: Lua/InventorySlot slot = game.player.getinventory(...).getslot(slot_Index) Lua/InventorySlot will have: (read/write) Lua/ItemStack itemStack: return the item stack stored in this slot, return nil if nothing inside. (read/write) table<string> slotRese...
by HoneyFox
Wed May 14, 2014 3:46 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] A way to pick items off ground
Replies: 8
Views: 6922

Re: [REQUEST] A way to pick items off ground

Of course it's not if what you meant was that by simply changing a property of the player entity prototype. This is correct (or through tech). Sure you could use the player as the collector if you so desired...but I think I'd find it quite annoying if everywhere I went I was automatically picking u...
by HoneyFox
Wed May 14, 2014 3:12 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] A way to pick items off ground
Replies: 8
Views: 6922

Re: [REQUEST] A way to pick items off ground

I do not believe that 1 or 2 is possible (at this time) with lua... 3, however should be simple enough. Why 1 is not possible currently if we just put player's position into that artifact-collector codes? Of course it's not if what you meant was that by simply changing a property of the player enti...
by HoneyFox
Wed May 14, 2014 2:27 am
Forum: Mods
Topic: [MOD 0.9.x] Old World Labs - 0.2.2
Replies: 9
Views: 10398

Re: [MOD 0.9.1] Old World Labs - 0.2.1

Bug found in the recipe "empty-sulfuric-acid-barrel": 1 sulfuric-acid-barrel => 1 empty-barrel + 20 sulfuric-acid Looks like you inverted the ingredients and the results. EDIT: I don't mind if that recipe's result is changed to 1 empty-barrel + 18 sulfuric-acid to simulate the lose of som...
by HoneyFox
Tue May 13, 2014 6:16 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Inventory expansion module
Replies: 11
Views: 9279

Re: [REQUEST] Inventory expansion module

If player can carry more than trains then it will be wrong direction. The game is about automatization. There is no need to do OP players which can carry mountain in a backpack. The key is not whether the amount the player can carry is too much or not, but the expansion itself. So, like say the pla...
by HoneyFox
Tue May 13, 2014 5:05 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Inventory expansion module
Replies: 11
Views: 9279

Re: [REQUEST] Inventory expansion module

This request can perhaps be done partially by implementing backpack logic in lua by modders themselves. So that they create some virtual containers and store {itemName, count} in their own codes (of course needs to be in glob table). And they can create some "Swap inventory" button to swap...
by HoneyFox
Mon May 12, 2014 8:49 am
Forum: Mods
Topic: [MOD 0.9.x] Old World Labs - 0.2.2
Replies: 9
Views: 10398

Re: [MOD 0.9.1] Old World Labs - 0.2.1

Bug found in the recipe "empty-sulfuric-acid-barrel": 1 sulfuric-acid-barrel => 1 empty-barrel + 20 sulfuric-acid Looks like you inverted the ingredients and the results. EDIT: I don't mind if that recipe's result is changed to 1 empty-barrel + 18 sulfuric-acid to simulate the lose of some...
by HoneyFox
Thu May 08, 2014 9:21 am
Forum: Mods
Topic: [0.11.*+] Alien Science
Replies: 29
Views: 41688

Re: [0.9.*+] Alien Science

Like this mod. And I want to share with you an idea: If Factorio supports cyclic recipes, how about we have something like this: 4 Alien Artifact + 8 Red SP + 4 Green SP + 2 Blue SP => 5 Alien Artifact? This will make it similar to some sort of breeder reactor, which can slowly increase the Alien Ar...

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