Search found 76 matches
- Mon Apr 23, 2018 10:52 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
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 ...
- Tue Apr 18, 2017 1:28 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1597373
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 ...
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 ...
- Tue Aug 16, 2016 10:31 pm
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
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 ...
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 ...
- Wed Aug 10, 2016 11:09 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
Re: [MOD 0.13.15+] Surfaces 0.0.7
wierd, I don't know why it's doing this.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.
- Tue Aug 09, 2016 9:01 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
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 of it ...
The line of code itself is the line responsible for adjusting hitboxes in Squeak-Through, by the look of it ...
- Sat Jul 23, 2016 11:01 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
Re: [MOD 0.13.0+] Surfaces 0.0.6
Thanks for the heads up, I will look into it.funnysunnybunny wrote:for some reason Squeak Through starts throwing errors if I use both together
- Wed Jul 13, 2016 2:07 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
Re: [MOD 0.13.0+] Surfaces 0.0.5
I have no idea how to do this, but I would like to do this.funnysunnybunny wrote:Would it be possible to impose the sky layer on the ground layer so you could still see everything below you?
- Sun Jul 10, 2016 1:53 am
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 48015
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.
- 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: 150150
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 ...
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 ...
- Sun Jul 10, 2016 1:35 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
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 ...
Also describing process of teleporting between surfaces would be nice. From scripts it whould seems the player only ...
- Sun Jul 10, 2016 1:34 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
Re: [MOD 0.13.0+] Surfaces 0.0.5
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.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.
- Sat Jun 25, 2016 6:09 am
- Forum: Already exists
- Topic: Grab sprites and icons via LUA
- Replies: 3
- Views: 2281
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 love to ...
- Sat Jun 25, 2016 6:05 am
- Forum: Won't implement
- Topic: Enhance Surface.find_non_colliding_position
- Replies: 2
- Views: 1612
- Sat Jun 25, 2016 6:03 am
- Forum: Won't implement
- Topic: LuaEntity result
- Replies: 1
- Views: 1415
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 ...
This would be useful as a function of LuaEntity as I'm not entirely sure if this ...
- Sat Jun 25, 2016 5:57 am
- Forum: Already exists
- Topic: LuaEntity placed by
- Replies: 1
- Views: 1296
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 ...
- Sat Jun 25, 2016 5:47 am
- Forum: Modding interface requests
- Topic: LuaEntity teleport
- Replies: 6
- Views: 3649
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 ...
- Sat Jun 25, 2016 5:34 am
- Forum: Implemented mod requests
- Topic: LuaTrain back/front carriage
- Replies: 0
- Views: 833
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 ...
- Fri Jun 10, 2016 4:06 pm
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
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 

- Fri Jun 10, 2016 9:12 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
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 ...
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 ...
- Wed Jun 08, 2016 4:26 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 35423
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 ...
I'm more than happy to work with you! I have sent some info through on skype and will keep you in the loop ...