Bought this in 2014, didnt play much. Saw it on https://www.youtube.com/user/teamdoubledragon last year and picked it up again.
Later got really deep into modding, the state of it now is incredible and I have over 550 hours on steam.
Now that i have finished my A levels, i'm stating a playthrough ...
Search found 54 matches
- Fri Jun 30, 2017 6:00 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 467
- Views: 329283
- Thu Jun 02, 2016 8:33 pm
- Forum: Mods
- Topic: [MOD 0.12.33]Cheat Box_1.0.0
- Replies: 5
- Views: 3724
Re: [MOD 0.12.33]Cheat Box_1.0.0
what does it do?
- Sun May 29, 2016 7:50 pm
- Forum: Show your Creations
- Topic: The ultimate challenge island
- Replies: 11
- Views: 6849
Re: The ultimate challenge island
if you have subsurface you can dig out, or use the stone from the subsurface to build landfill. i havent played it much myself so couldnt say how tough it is...
- Sat May 28, 2016 8:46 am
- Forum: Show your Creations
- Topic: The ultimate challenge island
- Replies: 11
- Views: 6849
The ultimate challenge island
I started a new random map-no terrain changing mods, using low terrain segmentation-and i got this: Ultimate-challenge.png here is the map exchange string: >>>AAAMACEAAAACAwcAAAAEAAAAY29hbAMDBAoAAABjb3BwZXItb3Jl
AwMECQAAAGNydWRlLW9pbAMDBAoAAABlbmVteS1iYXNlAwIBCAAAAGl ...
AwMECQAAAGNydWRlLW9pbAMDBAoAAABlbmVteS1iYXNlAwIBCAAAAGl ...
- Wed May 11, 2016 8:24 pm
- Forum: Modding help
- Topic: durability changing recipe
- Replies: 2
- Views: 1434
durability changing recipe
is there a way to make a recipe that changes the health/durability of an item, in a similar way to science packs? i've tried using on_tick and get_output inventory of the specific crafter for the recipe, but it is too complicated. any help?
- Wed May 11, 2016 6:09 pm
- Forum: Modding help
- Topic: Probabilty results
- Replies: 2
- Views: 1133
Re: Probabilty results
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Wed May 11, 2016 6:01 pm
- Forum: Modding help
- Topic: Probabilty results
- Replies: 2
- Views: 1133
Probabilty results
on the 0.12.30 API page (http://lua-api.factorio.com/), recipe results can be listed as:
result = {{type="item",name="custom-item", probability=0.5, amount_min=1, amount_max=5}}
However, when i use
result = {{type = "item", name="plant-cell", probability=0.75, amount_min=1, amount_max = 10 ...
result = {{type="item",name="custom-item", probability=0.5, amount_min=1, amount_max=5}}
However, when i use
result = {{type = "item", name="plant-cell", probability=0.75, amount_min=1, amount_max = 10 ...
- Sun May 08, 2016 8:59 pm
- Forum: Mods
- Topic: Magical Boxes!
- Replies: 2
- Views: 3371
Magical Boxes!
name: Magical Boxes
Factorio version: 0.12.33
Author: Lutra
Description: adds magical loot boxes
Adds a box that when destroyed(shoot it or drive into it(cannot be mined)) drops up to 20 of a random item(from a list) e.g. inserters, plates, plastic, explosives, small pumps. The boxes are crafted ...
Factorio version: 0.12.33
Author: Lutra
Description: adds magical loot boxes
Adds a box that when destroyed(shoot it or drive into it(cannot be mined)) drops up to 20 of a random item(from a list) e.g. inserters, plates, plastic, explosives, small pumps. The boxes are crafted ...
- Sun May 08, 2016 4:29 pm
- Forum: Modding help
- Topic: Loading data from script-output
- Replies: 6
- Views: 2774
Re: Loading data from script-output
similar topic: is it possible to declare an array in lib.lua, then use the on_init event to copy it to an array that is usable/editable in control.lua then saved in global but not changed in lib so that it can be used for multiple games?
- Sat May 07, 2016 5:23 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 5368
Re: tip for graphics
hehehe. should probably change this topic to 'language discussions'.
- Sat May 07, 2016 5:04 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 5368
Re: tip for graphics
the devs have also removed the file system included with Lua. i guess it means security, but makes a lot of problems...
- Fri May 06, 2016 7:07 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 143087
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
i don't mean to steal your work, but i was planning on making a mod that uses surfaces in a similar way to this. what i can't understand(and i've checked the control.lua of your mod) is how to check when the player is standing next to the elevator, and then to teleport them. this is a great mod by ...
- Fri May 06, 2016 3:43 pm
- Forum: Modding help
- Topic: crafting finished?
- Replies: 3
- Views: 1706
Re: crafting finished?
when you craft a rocket(not vanilla, my modded one) it launches automatically. i.e. there is an assembler for item small-rocket. when it finishes i want it to launch the rocket. i have all the other code sorted, but not the transition from when the assembler finishes crafting
- Fri May 06, 2016 2:16 pm
- Forum: Modding help
- Topic: crafting finished?
- Replies: 3
- Views: 1706
crafting finished?
is there a way to tell when an assembling machine has finished crafting? i haven't seen any events regarding it
- Fri May 06, 2016 2:10 pm
- Forum: Texture Packs
- Topic: [done] ksp style graphics
- Replies: 4
- Views: 5223
Re: REQUEST ksp style graphics
im no good with graphics. i can code, and use paint, but thats as far as i go... ![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
- Fri May 06, 2016 2:00 pm
- Forum: Texture Packs
- Topic: [done] ksp style graphics
- Replies: 4
- Views: 5223
[done] ksp style graphics
currently i need a launchpad(similar to that in ksp-a building with a stretch of concrete) and a small rocket(again,ksp style please). the launchpad entity needs to be 352*384 and the rocket 192*288. icons are 32*32 edit: nvm now. i got some good pictures
- Thu May 05, 2016 4:25 pm
- Forum: Modding help
- Topic: tip for graphics
- Replies: 20
- Views: 5368
tip for graphics
Ever get tired of adding 20 items, having to type out "icon = "__mymod__/graphics/icons/item.png" 20 times, and then again for the entities, and then again for technologies? I did.
When starting a prototype file, before entering data:extend, simply add
iconpath = "__mymod__/graphics/icons ...
When starting a prototype file, before entering data:extend, simply add
iconpath = "__mymod__/graphics/icons ...
- Mon May 02, 2016 8:37 am
- Forum: Modding help
- Topic: new chunk property
- Replies: 4
- Views: 1553
Re: new chunk property
is there a way to make stone smeltable? i have a recipe that uses stone, but when i put stone in the furnace, it says: "stone can't be smelted" ![Sad :(](./images/smilies/icon_e_sad.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
- Sat Apr 30, 2016 5:25 pm
- Forum: Modding help
- Topic: Assember + generator?
- Replies: 3
- Views: 1332
Re: Assember + generator?
electronvolts would only be useful if you were to make a mod that involved subatomic mechanics...
- Sat Apr 30, 2016 11:25 am
- Forum: Modding help
- Topic: new chunk property
- Replies: 4
- Views: 1553
Re: new chunk property
ok thanks. i thought that might be the only way to do it, but i was wondering if there was any easier ways ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)