Search found 76 matches

by Simcra
Mon Apr 23, 2018 10:52 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.15+] Surfaces 0.0.7

Hi guys, I'm back, my apologies for disappearing for such an incredibly long time. I have plans to continue this mod sometime in the near future, but for now I have added a link to the continuation which is being managed by Erdbeerbaer. My plans (if I ever find time to implement them) are to start f...
by Simcra
Tue Apr 18, 2017 1:28 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1207930

Re: Bugs & FAQ

Hi Arch666Angel, I have encountered an issue with your Bio Processing, Refining, Petrochem and Smelting mods. When bobplates is installed without bobelectronics the game fails to start due to missing items, the following items are introduced by bob electronics and should have a separate optional dep...
by Simcra
Tue Aug 16, 2016 10:31 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.15+] Surfaces 0.0.7

Why are the underground accumulators transfers energy very slow? I have 18 accumulators, but it only can transfer 16 MW You can thank the factorio devs for breaking the old electric poles, unfortunately changing the values won't achieve much. In reality, they should be able to transfer 45MW Can i g...
by Simcra
Wed Aug 10, 2016 11:09 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.15+] Surfaces 0.0.7

ShinyAfro wrote:Hey, with some of the connected entities loaders do not work with them at all, is there any way to fix this?
For example if i build a warehouse, i can use loaders to input but not output from the underground version of it.
wierd, I don't know why it's doing this.
by Simcra
Tue Aug 09, 2016 9:01 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.0+] Surfaces 0.0.6

I have also discovered this incompatibility. Squeak-Through is first to report the error, declaring that the mod attempts to index a nil value "?" on line 110. Surfaces does not report. The line of code itself is the line responsible for adjusting hitboxes in Squeak-Through, by the look o...
by Simcra
Sat Jul 23, 2016 11:01 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.0+] Surfaces 0.0.6

funnysunnybunny wrote:for some reason Squeak Through starts throwing errors if I use both together
Thanks for the heads up, I will look into it.
by Simcra
Wed Jul 13, 2016 2:07 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.0+] Surfaces 0.0.5

funnysunnybunny wrote:Would it be possible to impose the sky layer on the ground layer so you could still see everything below you?
I have no idea how to do this, but I would like to do this.
by Simcra
Sun Jul 10, 2016 1:53 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 38769

Re: [MOD 0.13.0+|v0.12]Recycling Machines

Really enjoying your mod, it is well designed. I have one concern, the recipes are not localised, perhaps you could add a suffix of -9999 to them and not prefix them, so that they inherit the regular locale, just an idea.
by Simcra
Sun Jul 10, 2016 1:41 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124394

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

Hy everyone, I just want to appologies for not having updated the mod yet, I wanted to get an extensive feel of the new update before I did that ! But I will get to it, You should be able to expect an updated version sometime next week ! Hi, I don't know if someone already asked (Not seen in other ...
by Simcra
Sun Jul 10, 2016 1:35 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.0+] Surfaces 0.0.5

This mod doesn't seem to work on my existing save. Do I need to generate new map to be able to travel to different surfaces? Or execute some command that creates different surfaces? Also describing process of teleporting between surfaces would be nice. From scripts it whould seems the player only n...
by Simcra
Sun Jul 10, 2016 1:34 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.13.0+] Surfaces 0.0.5

Hixie wrote:It doesn't seem to work. We just started a fresh game with this mod enabled and nothing happens when we go near the ladders.
The platform access shafts are a bit buggy at the moment, try mining the ladder and replacing it where it was, then go near the ladder again.
by Simcra
Sat Jun 25, 2016 6:09 am
Forum: Already exists
Topic: Grab sprites and icons via LUA
Replies: 3
Views: 1918

Re: Grab sprites and icons via LUA

I have problems with this too, grabbing data.raw using data-updates, data-final-fixes and data is sometimes not enough to "copy" entity/tile/item icons and graphics, it would be great to be able to grab icons/gfx being used at a particular moment in time and overlay images in Lua. I would ...
by Simcra
Sat Jun 25, 2016 6:03 am
Forum: Won't implement
Topic: LuaEntity result
Replies: 1
Views: 1201

LuaEntity result

It is not impossible to make a mod determine what would be dropped by an entity when it was mined, see here: https://github.com/Simcra/Surfaces/blob/7b29eb3145580a479b9296255566d2e2f69fbd71/script/lib/api-util.lua#L110 This would be useful as a function of LuaEntity as I'm not entirely sure if this ...
by Simcra
Sat Jun 25, 2016 5:57 am
Forum: Already exists
Topic: LuaEntity placed by
Replies: 1
Views: 1105

LuaEntity placed by

I understand that LuaEntityPrototype contains items_to_place_this, sometimes this is incredibly useful and sometimes it is not. If each LuaEntity contained the player index (if placed by a player, or nil otherwise) as well as the item prototype used to place it, entities could be reverted to their e...
by Simcra
Sat Jun 25, 2016 5:47 am
Forum: Modding interface requests
Topic: LuaEntity teleport
Replies: 6
Views: 2967

LuaEntity teleport

Currently, the LuaEntity teleport function only works for players when used to teleport an entity to another surface, the workaround is to create an entity of the same type on the other surface, copy data from the old entity and then delete the old entity. This creates a large portion of extra work ...
by Simcra
Sat Jun 25, 2016 5:34 am
Forum: Implemented mod requests
Topic: LuaTrain back/front carriage
Replies: 0
Views: 663

LuaTrain back/front carriage

Carriages, locomotives, and cargo_wagons are all existing array variables for each LuaTrain. LuaTrain also contains front_rail, back_rail, rail_direction_from_front_rail and rail_direction_from_back_rail. It would be nice if we had a function or variable that stored a reference to the current front ...
by Simcra
Fri Jun 10, 2016 4:06 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.12.33+] Surfaces 0.0.2

Just uploaded my local changes to the github repo. I've put a few things in there that might be helpful, also modified a few things which will probably break your mod, sorry :(
by Simcra
Fri Jun 10, 2016 9:12 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.12.33+] Surfaces 0.0.2

I don't think there's much additional coding needed on your end to allow outside mods to use your code to make stuff that links up between levels. Yes, I've working on this among the other general structure with the surfaces mod, the current github version differs from my local version but I will p...
by Simcra
Wed Jun 08, 2016 4:26 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 29725

Re: [MOD 0.12.33+] Surfaces 0.0.2

well, good luck with that ! if you have an idea on how to set it up, let me know, we could work on it together ! (And I would also implement it in Subsurfaces (if the idea match my criteria)) I'm more than happy to work with you! I have sent some info through on skype and will keep you in the loop ...

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