Search found 20 matches

by regedit2000
Mon Jun 10, 2019 3:21 pm
Forum: Implemented mod requests
Topic: API of the armed entities. Guided weapons
Replies: 7
Views: 2961

Re: API of the armed entities. Guided weapons

I have implemented selected_gun_index for entities of type Car (which includes tanks) (I have source access). It will be in 0.17.46. If you want selected_ammo_index for turrets, I suggest making a new topic. I didn't look at implementing it because I don't know how turrets behave when they have mul...
by regedit2000
Mon Jun 10, 2019 3:18 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532261

Re: [MOD 0.14] AAI Programmable Vehicles

Earendel wrote: ↑
Thu May 16, 2019 11:45 pm
These changes are part of the mod now. There were a few issues but they have been resolved.
Now there is no need to "cut" the guns at the car
viewtopic.php?p=434545#p4345458
by regedit2000
Thu May 02, 2019 6:21 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 204252

Re: [MOD 0.13] Black Market (sell and buy on the market)

I propose add support for Necromant mod: ["necro-behemoth-biter-corpse"] = 500, ["necro-behemoth-spitter-corpse"] = 500, ["necro-big-biter-corpse"] = 150, ["necro-big-spitter-corpse"] = 150, ["necro-big-worm-corpse"] = 200, ["necro-medium-biter-...
by regedit2000
Thu May 02, 2019 6:10 pm
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 35
Views: 17549

Re: [MOD 0.15.x] Necromant

slightly optimized
update-corpses.zip
(1.04 KiB) Downloaded 121 times
added units from NE Enemies
by regedit2000
Thu May 02, 2019 5:58 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532261

Re: [MOD 0.14] AAI Programmable Vehicles

2 moments:
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In
control.zip
updated control
(26.82 KiB) Downloaded 144 times
I'm add support multicategoried burner and fuel better than "rocket-fuel"
by regedit2000
Thu May 02, 2019 12:45 am
Forum: Implemented mod requests
Topic: API of the armed entities. Guided weapons
Replies: 7
Views: 2961

Re: API of the armed entities. Guided weapons

I'll try to be more precise. The LuaEntity class provides the variable selected_gun_index for the type "Character" - I suggest the variable selected_gun_index to use for the type "Vehicle". I also suggest using the new variable selected_ammo_index for the type "Turret"
by regedit2000
Sat Jan 12, 2019 12:30 am
Forum: Implemented mod requests
Topic: API of the armed entities. Guided weapons
Replies: 7
Views: 2961

Re: API of the armed entities. Guided weapons

============================================================================ I still don't understand. There is no such thing as "weapons transport" in Factorio. Maybe there's a translation issue here. vehichle weapon.png ====================================================================...
by regedit2000
Fri Jan 11, 2019 9:55 pm
Forum: Implemented mod requests
Topic: API of the armed entities. Guided weapons
Replies: 7
Views: 2961

Re: API of the armed entities. Guided weapons

I want through the API: - manage weapons transport (choose from several active for the character). - choose the ammo for the gun turrets. - control the guns themselves (turn on/off, change the range and strength of the shot (for lasers)). Application: - scenarios - mods mentioned above. Why: single ...
by regedit2000
Sun Dec 30, 2018 11:42 am
Forum: Ideas and Suggestions
Topic: Acceleration starting Factorio for the usual play
Replies: 6
Views: 1847

Re: Acceleration starting Factorio for the usual play

This is really a (maybe indirect action). It is only in efficiency. I admit that the benefit of this may be more cost and therefore propose to try the idea.
by regedit2000
Sun Dec 30, 2018 9:33 am
Forum: Ideas and Suggestions
Topic: Acceleration starting Factorio for the usual play
Replies: 6
Views: 1847

Re: Acceleration starting Factorio for the usual play

For vanilla, the difference in speed may not be felt. But if there are more than 90 mods ... In addition, I use the constant configuration settings and mods for regular games and for me (and such as I) this option will increase the comfort of the game After all, this is just a suggestion, not an ind...
by regedit2000
Sat Dec 29, 2018 8:33 pm
Forum: Ideas and Suggestions
Topic: Acceleration starting Factorio for the usual play
Replies: 6
Views: 1847

Re: Acceleration starting Factorio for the usual play

I meant not only actions with sprites, but a full cycle of compiling game data in a file: mods, scripts, sprites, sounds, etc.
by regedit2000
Sat Dec 29, 2018 1:52 pm
Forum: Implemented mod requests
Topic: API of the armed entities. Guided weapons
Replies: 7
Views: 2961

API of the armed entities. Guided weapons

TL; DR Propose to extend the API of the armed entities guided weapons what ? Now weapons control is possible only for characters through "selected_gun_index", but multiple weapons are also used in transport but there is no access to it (as an option, you can use access through the driver ...
by regedit2000
Sat Dec 29, 2018 1:02 pm
Forum: Ideas and Suggestions
Topic: Acceleration starting Factorio for the usual play
Replies: 6
Views: 1847

Acceleration starting Factorio for the usual play

TL; DR Acceleration starting Factorio what ? Every time you start, Factorio rebuild the game data, which slows down the launch. Offer this data to save to a file (iso image) and rebuild only when necessary (when updating game/mods). why ? This will give the advantage of speed in direct downloading ...
by regedit2000
Mon Dec 24, 2018 8:30 pm
Forum: Not a bug
Topic: [0.16.51] Do not detect invalid/empty state inventory cell
Replies: 2
Views: 1025

Re: [0.16.51] Do not detect invalid/empty state inventory cell

Yes, sorry - I overlooked it :oops: . But is it possible to access the transport weapon switch as "selected_gun_index" :?: . "Guess" the current weapon can be read inventory with ammunition, which is also not very convenient :?
by regedit2000
Mon Dec 24, 2018 1:39 pm
Forum: Not a bug
Topic: [0.16.51] Do not detect invalid/empty state inventory cell
Replies: 2
Views: 1025

[0.16.51] Do not detect invalid/empty state inventory cell

Bug report construction direct_driver=vehicle.get_inventory(defines.inventory.fuel) if direct_driver[i] and direct_driver[i].valid do not detect invalid/empty state inventory cell 1467.307 Script @__aai-programmable-vehicles__/control.lua:1824: inventory:: defines.inventory.fuel is present in [3] ce...
by regedit2000
Fri Oct 19, 2018 5:57 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532261

Re: [MOD 0.14] AAI Programmable Vehicles

comparability with mod the car do not mining with Surfaces_remake_0.2.4 mod If you're talking about picking the car up, then it might not have anything to do with the mod. You can't pick up vehicles that have characters driving them, and the mod is using virtual characters to drive the vehicles. Yo...
by regedit2000
Wed Oct 17, 2018 6:28 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532261

Re: [MOD 0.14] AAI Programmable Vehicles

comparability with mod
the car do not mining with Surfaces_remake_0.2.4 mod
by regedit2000
Tue Aug 22, 2017 4:20 pm
Forum: Mods
Topic: [MOD 0.13] Electric Void
Replies: 22
Views: 18363

Re: [MOD 0.13] Electric Void

The use of global.tick in different modes simultaneously leads to braking and crashing the game (for example, 4-5 fps / ups). I recommend to use global[MOD_NAME].tick

This applies not only to the "tick", but also to any other variables
by regedit2000
Mon Aug 21, 2017 4:29 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 94363

Re: [MOD 0.13] Mining Tools - resources generation

The use of global.tick in different modes simultaneously leads to braking and crashing the game (for example, 4-5 fps / ups). I recommend to use global[MOD_NAME].tick

This applies not only to the "tick", but also to any other variables
by regedit2000
Thu Jun 29, 2017 5:32 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532261

Re: [MOD 0.14] AAI Programmable Vehicles

Found a bug with Aircraft Mod and AAI PV: I built an airplane with rocket weapon, placed it down, put "Vehicle Fuel" on it, after it used fully the 2nd unit of fuel, the vehicle just stop completely and didn't want to move again even picking it up and popping it down didn't make it move. ...

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