Search found 74 matches

by ArderBlackard
Fri Jun 10, 2016 1:22 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 88556

Re: Friday Facts #141 - Mod Portal

malecord wrote:50% + 50% = 100%
100% chance of something 0.13 related today! :mrgreen:
I believe the probability theory works a bit differently :mrgreen:
by ArderBlackard
Wed Jun 08, 2016 1:18 pm
Forum: Implemented Suggestions
Topic: Trains numbers for circuit network in v0.13
Replies: 12
Views: 7539

Re: Trans numbers for circuit network in v0.13

As far as I understand, the circuit network stores not simple abstract numbers. It works on the counts of some real items or virtual signals. Having this in mind it's not so obvious how the train number can be represented.
by ArderBlackard
Wed Jun 08, 2016 12:28 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 149419

Re: Version 0.12.35

bNarFProfCrazy wrote:
PUNISHER989 wrote:ITS OUT, DROP YOUR PANTIES
Or is it fake/troll?
It depends on what is out. If it's about 0.12.35 - yep, it's out. 0.13 still is not
by ArderBlackard
Tue Jun 07, 2016 11:19 pm
Forum: Modding help
Topic: nil value by acces to global variable
Replies: 6
Views: 2216

Re: nil value by acces to global variable

derbobo wrote: I know but when the table is empty the for statement will never stop ;)
I swear it will
by ArderBlackard
Tue Jun 07, 2016 3:27 pm
Forum: Implemented mod requests
Topic: Full access to prototype info at runtime
Replies: 19
Views: 6288

Re: Full access to prototype info at runtime

This has been answered already. The developers state that it would take a lot of time to expose the data.raw prototypes to the game-time code properly. So it's is unlikely to be done in the near future. :(
by ArderBlackard
Sat Jun 04, 2016 11:53 am
Forum: Ideas and Suggestions
Topic: Signal with floating point value
Replies: 11
Views: 5185

Re: Signal with floating point value

Floats aren't appropriate for anything. All useful values under the sun can be comfortably expressed with int. Could you please help me with expressing 1/3 with int? And PI please. Fixed-point arithmetics can be useful only to increase calculation performance, which is not the case here (or if you ...
by ArderBlackard
Fri Jun 03, 2016 7:29 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 88556

Re: Friday Facts #141 - Mod Portal

The new locomotive is cool! But what I personally like the most - is the idea of saving all the mods state. For modders having the possibility to use all the Lua constructs would be totally priceless! Most important question: will potato mod be avaliable for 0.13? I hope the devs will find some time...
by ArderBlackard
Fri Jun 03, 2016 2:26 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 149419

Re: Version 0.12.35

Have anyone tried the Potato mod already? :D
by ArderBlackard
Fri Jun 03, 2016 1:36 pm
Forum: Modding discussion
Topic: 0.13 Lua API documentation preview
Replies: 11
Views: 4185

Re: 0.13 Lua API documentation preview

Thanks a lot! So many things to discover!
by ArderBlackard
Thu Jun 02, 2016 9:20 pm
Forum: Modding help
Topic: Splitter prototype location?
Replies: 13
Views: 4404

Re: Splitter prototype location?

I'm hoping to make it something that's changeable in-game; you'd click on the spliter, and then you could adjust the split ratios with up & down arrows. What sort of special coding will I need to set that up? Well... I'm not 100% sure that it is possible. Still you may give it a try, but it wil...
by ArderBlackard
Thu Jun 02, 2016 5:05 pm
Forum: Modding help
Topic: Code not working
Replies: 5
Views: 1982

Re: Code not working

I guess, data.lua should be enough as everything defined in it will be available later on in -updates and -final-fixes
by ArderBlackard
Thu Jun 02, 2016 1:39 pm
Forum: Modding help
Topic: Code not working
Replies: 5
Views: 1982

Re: Code not working

The reason is that currently these two NE mods have conflicting access to the NEConfig.mod variable. Both of them have 'detectmod.lua' scripts and each of them starts with NEConfig.mod = {} thus efficiently clearing all the info that have been written there by another mod. The Natural_Evolution_Buil...
by ArderBlackard
Thu Jun 02, 2016 8:44 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 149419

Re: Version 0.12.35

I'm glad I could help. You are welcome! Всегда пожалуйста :)
by ArderBlackard
Wed Jun 01, 2016 9:48 pm
Forum: Modding help
Topic: Splitter prototype location?
Replies: 13
Views: 4404

Re: Splitter prototype location?

Something of what I'm going to write you may already know :) The idea is to get the filled data.raw table containing all the prototypes to be used in the game after all prototypes definition stages. After the prototype is defined it is assumed to be stored under data.raw[<type>][<name>] where <type>...
by ArderBlackard
Wed Jun 01, 2016 8:52 pm
Forum: Modding help
Topic: Splitter prototype location?
Replies: 13
Views: 4404

Re: Splitter prototype location?

For those once involved it's never too late, I believe. It's just a matter of having an interesting project to work at :)
by ArderBlackard
Wed Jun 01, 2016 7:42 pm
Forum: Modding help
Topic: Splitter prototype location?
Replies: 13
Views: 4404

Re: Splitter prototype location?

You must be kidding :D I'm quite a newbie to Factorio (discovered it only since Steam release unfortunately). But you might know how it happens: you start trying to play on Friday evening and then suddenly it's Monday morning :D The thing that helps me a bit is that I'm a programmer IRL so it was no...
by ArderBlackard
Wed Jun 01, 2016 7:29 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 149419

Re: Version 0.12.35

I am not sure, but is this update affects steam? I still have 0.12.33 ... Maybe I am missing something? Try to open game Properties dialog in Steam. There should be a Beta versions tab which will allow you to select experimental Factorio version to download instead of stable 0.12.33. After that the...
by ArderBlackard
Wed Jun 01, 2016 7:20 pm
Forum: Modding help
Topic: Splitter prototype location?
Replies: 13
Views: 4404

Re: Splitter prototype location?

I'd highly recommend the JetBrains IntelliJ IDEA with Lua plugin (the Community Edition is completely free and opensource). It provides not only a project management, quick search, but also advanced code-highlighting (like separate styles for global/local variables/fields/closures etc.), a number of...
by ArderBlackard
Wed Jun 01, 2016 4:16 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 149419

Re: Version 0.12.35

At least the things keep moving :) May the upcoming release preparations go smoothly
by ArderBlackard
Wed Jun 01, 2016 4:12 pm
Forum: Modding help
Topic: Splitter prototype location?
Replies: 13
Views: 4404

Re: Splitter prototype location?

Splitter prototypes are in __base__/prototypes/entity/entities.lua. Starting at line 321 (for me) or just search for the "splitter" string.

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