Search found 13 matches

by kasper747
Thu Jan 01, 2015 11:41 am
Forum: Modding help
Topic: Delete items on biters death
Replies: 3
Views: 1673

Re: Delete items on biters death

I used this as test and it works! Thanks you game.onevent(defines.events.onentitydied, function(event) game.onevent(defines.events.onentitydied, function(event) --game.showmessagedialog{text = {"msg-someone-dead"}} if event.entity.type == "unit" then game.player.insert({name=&quo...
by kasper747
Mon Dec 29, 2014 12:23 pm
Forum: Modding help
Topic: Delete items on biters death
Replies: 3
Views: 1673

Re: Delete items on biters death

Found so far this event: onentitydied.
Cause there is only one primer cause of death for biters I think it will be enough to check if a biter was killed.

Still looking who to delete an time/items on at this event... Would be cool if someone had an example with onentitydied...
by kasper747
Mon Dec 29, 2014 11:51 am
Forum: Modding help
Topic: Delete items on biters death
Replies: 3
Views: 1673

Delete items on biters death

Hi, I have an idea for a mod and I would like to scout if it is technical possible. What I want to do is to pay for the kill of each biter or nest. Money can be items or some virtual numbers. Money as an item: When a biter is killed an amount of money-items is deleted. Money as virtual number: When ...
by kasper747
Thu Dec 25, 2014 11:41 am
Forum: Ideas and Suggestions
Topic: Factorio Economics
Replies: 12
Views: 4506

Re: Factorio Economics

Agreed, but what I don't want is, that the player is forced to go into one direction. It is his decision. What the game provides are some benefits for one or the other direction. If you need to pay for every kill, well, that kills also the fun killing them. :twisted: That is not, what I want to ach...
by kasper747
Thu Dec 25, 2014 11:28 am
Forum: Ideas and Suggestions
Topic: Factorio Economics
Replies: 12
Views: 4506

Re: Factorio Economics

Maybe this should be a multiplayer focused mod. Players are able to pay eachother for power, commodities and land. One player secures some land and then another player rents the land for x amount of money or commodities. Players could then declare war against eachother over land, money or even acce...
by kasper747
Mon Dec 22, 2014 5:09 pm
Forum: Ideas and Suggestions
Topic: Factorio Economics
Replies: 12
Views: 4506

Re: Factorio Economics

I can think of this idea like so: ..... So - see just here on earth what happens: The whales have been killed, many thousands per year, but since Greenpeace this isn't that easy anymore. The same will happen - and I'm quite sure with this! - in 1000 years, when we come to such a planet with native ...
by kasper747
Mon Dec 22, 2014 4:47 pm
Forum: Ideas and Suggestions
Topic: Factorio Economics
Replies: 12
Views: 4506

Re: Factorio Economics

You guys are lacking imagination :) You can always see at this as some intergalactic organisation lending a planet (or part of a planet) to some weirdo, who wants to build giant factory on his own. So the taxes are being paid to that organisation. But! I'm afraid the only thing how taxes, licenses ...
by kasper747
Sun Dec 21, 2014 1:45 pm
Forum: Ideas and Suggestions
Topic: Factorio Economics
Replies: 12
Views: 4506

Factorio Economics

Hi all, my name is Kasper and I work in an IT/Economist role in an utility company in Sweden. I like the industrial side of the game but I really lack a challenge. In our world with our economic structure the real challenge is not to build a factory but make it profitable. And there are few thing wh...
by kasper747
Sat Jul 19, 2014 7:16 am
Forum: Maps and Scenarios
Topic: [0.10.1] The Bay
Replies: 11
Views: 19887

Re: [0.10.1] The Bay

True, that after you got cuppper it is easy. I think here it is more about time. Because you need to whatch your pollution. I for example meed to spread my industry in the erea. Would be interesting to see the solution of you, how you managed it.
by kasper747
Sat Jul 05, 2014 7:44 pm
Forum: Maps and Scenarios
Topic: [0.10.1] The Bay
Replies: 11
Views: 19887

Re: [0.10.1] The Bay

Played now for about 10 hours.
The map is playebale. But you need realy to think what to do.

Very good concept from you. I like also that the map looks natural and not artifitial.
by kasper747
Sat Jul 05, 2014 12:21 pm
Forum: Maps and Scenarios
Topic: [0.10.1] The Bay
Replies: 11
Views: 19887

Re: [0.10.1] The Bay

Now I dont like Factorio :( it is too hard!

;) Nice map. A real challenge
by kasper747
Sat Jul 05, 2014 8:11 am
Forum: Mods
Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
Replies: 14
Views: 20130

Re: [MOD 0.10.0] Variant Resource Spawning v0.0.2

kolli wrote:
kasper747 wrote:data.lua:1: attempt to index field 'resource' (a nil value)
Is base mod enabled?
Not, it was not :)
Toggling ir on solved the problem. Thanks!
by kasper747
Fri Jul 04, 2014 4:28 pm
Forum: Mods
Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
Replies: 14
Views: 20130

Re: [MOD 0.10.0] Variant Resource Spawning v0.0.2

The mod seems not to work in 10.0, 10.1 and 10.2. However works in 10.0
Getting Error:
data.lua:1: attempt to index field 'resource' (a nil value)

I find the mod realy interesting. Would like if some one can help me with the error.

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