Search found 1264 matches

by aubergine18
Sat Feb 04, 2017 10:44 pm
Forum: Ideas and Suggestions
Topic: New elements of construction
Replies: 3
Views: 2245

Re: New elements of construction

Sorry for necro...

For pipes without connections, see Flow control mod.
by aubergine18
Sat Feb 04, 2017 10:14 pm
Forum: Ideas and Suggestions
Topic: Better Robot Notifications
Replies: 17
Views: 6612

Re: Better Robot Notifications

For on-map notifications the approach taken by Colossal Order's "Cities Skylines" game is worth consideration. It limits number of same icons shown within a given area based on map zoom. Zoom all the way out and you might only see one icon for a particular type of notification within a map...
by aubergine18
Sat Feb 04, 2017 10:02 pm
Forum: Modding interface requests
Topic: New `bonus-equipment` type?
Replies: 4
Views: 2951

Re: New `bonus-equipment` type?

In combination with armour classes (which would limit what sort of equipments could be installed in armour) the equipment types could also be used to add role play elements to the game (related discussion).
by aubergine18
Sat Feb 04, 2017 10:01 pm
Forum: Development Proposals
Topic: Role playing direction
Replies: 105
Views: 97184

Re: Role playing direction

How about having those class specific roles built into armours instead of the character itself. Then you can build a fighter armour or a scentist lab coat or something. Upgrades could come from equipment - both for player (in their armour slots) and even vehicles. Which is why I put this request in...
by aubergine18
Sat Feb 04, 2017 9:13 pm
Forum: Texture Packs
Topic: [Done] Graphics for a Factorissimo replacement
Replies: 6
Views: 5444

Re: [Request] Graphics for a Factorissimo replacement

Off-topic: Is your code on github? I'm particularly interested in how you achieved this... "Factories can have names, which appear on both the building and the item when picked up"
by aubergine18
Sat Feb 04, 2017 8:49 pm
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 41905

Re: Version 0.14.22

In our case it crashes during startup. Is Factorio one of those games? :) Yes, Factorio was borking for me but your team pointed me to a fix within a matter of hours of reporting it; specifically adding `--max-texture-size=4096` (yes, my gfx card is that old) to launch parameters in Steam and I've ...
by aubergine18
Sat Feb 04, 2017 8:41 pm
Forum: Implemented mod requests
Topic: .15 Request for Consistent event names
Replies: 7
Views: 3519

Re: .15 Request for Consistent event names

bobingabout wrote:If there was some sort of list of these changes in a "Changes in 0.15" like there was for 0.13, then, I'd be fine with this.
Current list of modding changes for 0.15 viewtopic.php?f=28&t=39555
by aubergine18
Sat Feb 04, 2017 8:35 pm
Forum: Modding help
Topic: What are the "must have"-properties in the info.json?
Replies: 4
Views: 1892

Re: What are the "must have"-properties in the info.json?

Off-topic, but could you also include image thumbnail and git repo URL in that mod details form? (Bonus points for git integration :) )
by aubergine18
Sat Feb 04, 2017 8:32 pm
Forum: Modding help
Topic: What Lua Version does the game use?
Replies: 5
Views: 3828

Re: What Lua Version does the game use?

If possible, please make it so your editor sets up the common directory structure (based on what's in mod) as that will make it much easier should community need to offer support or provide long-term maintenance of mod at later date.
by aubergine18
Sat Feb 04, 2017 8:25 pm
Forum: Modding help
Topic: Require location adjacent to water?
Replies: 9
Views: 2992

Re: Require location adjacent to water?

Rough sketch of code to swap a offshore-pump with some other entity: Note: There's likely errors in this code, I've not tested it -- shortcut to defines.events table local events = defines.events -- event groups -- Note: Some of the event names might change in Factorio 0.15 local built = { events.on...
by aubergine18
Sat Feb 04, 2017 7:33 pm
Forum: Modding help
Topic: Require location adjacent to water?
Replies: 9
Views: 2992

Re: Require location adjacent to water?

EDIT: Ignore this entire comment, I read your post above wrong. In answer to your question *will* it take up loads of UPS: No, it won't, because the events used will only be triggered when user tries to build something. If your mod is causing UPS drop, it's most likely to be your on_tick handler. Ea...
by aubergine18
Sat Feb 04, 2017 6:32 pm
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 41905

Re: Version 0.14.22

EDIT: Actually we have issues with OpenGL occasionally too. On some Mac computers it claims 16k texture is supported, but when the game tries to use it, OpenGL crashes the game. Does that bug crash the game early on or after about an hour? Reason I ask is that I have a few Mac games that seem to cr...
by aubergine18
Thu Feb 02, 2017 1:39 am
Forum: Fan Art
Topic: The factorio docs
Replies: 7
Views: 7690

Re: The factorio docs

Love this idea - was just thinking the other day while looking at Shenzhen that it would be cool if Factorio had something similar.
by aubergine18
Thu Feb 02, 2017 1:24 am
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 40224

Re: Friday Facts #175 - Programmable Speaker

Would be great to have a Lua API for playing sounds (ie. without need to add entity to map).
by aubergine18
Thu Feb 02, 2017 1:08 am
Forum: Ideas and Requests For Mods
Topic: Recipe and signal selector
Replies: 1
Views: 1184

Re: Recipe and signal selector

They are just normal sprite buttons - when clicked, they simply put an item stack in to the player's cursor (or take what's in the cursor and put it in the sprite button). http://lua-api.factorio.com/latest/LuaGuiElement.html http://lua-api.factorio.com/latest/events.html http://lua-api.factorio.com...
by aubergine18
Thu Feb 02, 2017 12:45 am
Forum: Ideas and Requests For Mods
Topic: Can't find a non-game changing mod
Replies: 1
Views: 1152

Re: Can't find a non-game changing mod

Sounds like EvoGUI - in it's options screen (cog icon in toolbar) there are additional sensors that can be enabled:

https://mods.factorio.com/mods/Narc/EvoGUI

Or maybe one of these:

https://mods.factorio.com/mods/Squarely ... combinator

https://mods.factorio.com/mods/binbinhfr/TimeTools
by aubergine18
Thu Feb 02, 2017 12:40 am
Forum: Ideas and Requests For Mods
Topic: Mod to bring back victory poles
Replies: 3
Views: 1710

Re: Mod to bring back victory poles

Or just edit the existing mod and tweak it to work at lower tech level, that way you can still have biters so battles are needed to expand, but they won't attack the base as much. Another alternative is to use Creative Mode and put biters in to peaceful mode https://mods.factorio.com/mods/Mooncat/cr...
by aubergine18
Thu Feb 02, 2017 12:38 am
Forum: Ideas and Requests For Mods
Topic: [Request] Realistic Map Colors
Replies: 1
Views: 1189

Re: [Request] Realistic Map Colors

There are already some mods that do this sort of thing, and would be relatively easy to tweak if you wanted to change colors:

https://mods.factorio.com/mods/Taehl/UsefulMapColors

https://mods.factorio.com/mods/osldgoth ... Map_Colors
by aubergine18
Thu Feb 02, 2017 12:35 am
Forum: Implemented mod requests
Topic: .15 Request for Consistent event names
Replies: 7
Views: 3519

Re: .15 Request for Consistent event names

I think that would be acceptable. It's a trivial fix for modders, and it will make things much more consistent as well as removing ambiguity.
by aubergine18
Thu Feb 02, 2017 12:33 am
Forum: Modding discussion
Topic: Example of a well structured Factorio mod?
Replies: 1
Views: 1291

Re: Example of a well structured Factorio mod?

It depends on what you plan to do as to how your mod will be structured. I'd advise looking at existing mods in the mod portal (download some, they are just zip files so you can easily open them to see what's inside). Generally speaking, it's wise to have just a few files in the main folder (the inf...

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