Search found 292 matches

by vedrit
Fri Oct 06, 2023 5:02 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 24717

Re: Friday Facts #379 - Abstract rewiring

PRAISES BE! The wire nightmare is over!
by vedrit
Fri Sep 08, 2023 11:55 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 798
Views: 120510

Re: Friday Facts #375 - Quality

I wonder... is it possible to apply the quality filter to tiers? For example, my mod has 5 tiers of walls. If I could remove all the higher tiers and instead reference them in a similar way as quality, it would clean up the logic UI a fair bit. More so for larger mods that are chalk FULL of tiered e...
by vedrit
Fri Aug 25, 2023 10:44 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 66494

Re: Friday Facts #373 - Factorio: Space Age

Super stocked for the expansion! Let me buy it already, WUBE!
by vedrit
Sat May 15, 2021 9:29 pm
Forum: Modding help
Topic: Get entity connections?
Replies: 8
Views: 2338

Re: Get entity connections?

connect_neighbour also connects two devices. And in case there's confusion, I'm not talking about connections between walls, I'm talking about if you have a wire from a wall/gate to the network for reading or controlling gate state. Edit: See attached image Ah yeah I was reading that as the connect...
by vedrit
Sat May 15, 2021 8:52 am
Forum: Modding help
Topic: Get entity connections?
Replies: 8
Views: 2338

Re: Get entity connections?

I'm trying to maintain wall/gate connections in my mod, but using connect_neighbour doesn't seem to be working. Is there something special I have to do for walls/gates? connect_neighbor says it's for electric/circuit wires. Pretty sure for walls the game automatically makes the connections they can...
by vedrit
Sat May 15, 2021 8:28 am
Forum: Modding help
Topic: Get entity connections?
Replies: 8
Views: 2338

Re: Get entity connections?

I'm trying to maintain wall/gate connections in my mod, but using connect_neighbour doesn't seem to be working. Is there something special I have to do for walls/gates?
by vedrit
Sat May 15, 2021 7:48 am
Forum: Modding help
Topic: create_entity not reliably firing?
Replies: 2
Views: 983

Re: create_entity not reliably firing?

You should not hard-code the surface number. Get the surface (and the force) from the entity you want to replace. To prevent LuaEntity not valid error, test entity.valid before accessing any of its properties. Found out that the issue was that I was deleting the entity after checking if it was vali...
by vedrit
Sat May 15, 2021 4:13 am
Forum: Modding help
Topic: create_entity not reliably firing?
Replies: 2
Views: 983

create_entity not reliably firing?

A user posted about a bug their encountering in my mod, and after some digging, it seems the issue lies with game.surfaces[1].create_entity{name, position, direction, force} If I leave the surface index as 1, then no entity is created*. If I set the index as 2, then an entity is created, but seeming...
by vedrit
Fri May 07, 2021 11:50 pm
Forum: General discussion
Topic: Alt-F4 #34 - How Did We Get Here?
Replies: 4
Views: 4088

Re: Alt-F4 #34 - How Did We Get Here?

Recently tried Satisfactory and realized again how most other factory simulations (sadly) are a essentially dumbed down* version of factorios system (intended or not). Other games force me to repeat the same one-belt+splitter solution over and over again. Factorios addition of a second belt lane an...
by vedrit
Fri May 07, 2021 11:47 am
Forum: Texture Packs
Topic: [Request] Alien-stone hybrid walls
Replies: 1
Views: 3487

Re: [Request] Alien-stone hybrid walls

I've recently re-colored the vanilla wall/gate images to get my mod more up-to-date looking, but I'd still very much appreciate it if someone found the time to grace this mod with custom images, especially since Factorio has released.
by vedrit
Tue Aug 18, 2020 10:26 am
Forum: Modding help
Topic: Infinite research and entity health
Replies: 2
Views: 1058

Re: Infinite research and entity health

I could, but... that seems to me to be a bit of a cop-out.
by vedrit
Tue Aug 18, 2020 9:24 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 64390

Re: [MOD 1.0] Alien walls [0.9.5]

Seems I mislabeled an update, so version 0.9.4 may never have shown up for people. Any way, new version is out. I'm thinking of adding in my own science pack to put more of a strain on the dropped biomass, but I'm kind of on the fence about it. On the one hand, it would go a long way toward resolvin...
by vedrit
Mon Aug 17, 2020 4:57 am
Forum: Modding help
Topic: Infinite research and entity health
Replies: 2
Views: 1058

Infinite research and entity health

Hi all, in my mod - Alien Walls - players can complete research to increase the health of the mods walls. As it is, I only have a few levels of research and a script that auto-generates entities for the related research levels. But I've gotten a few requests to implement infinite research, and I hav...
by vedrit
Sat Jul 18, 2020 12:35 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 54682

Re: Friday Facts #356 - Blueprint library for real

Your struggle with motivation and programming out of guilt rather than joy or excitement is a struggle I am currently going through. I started a game project back around 2013 or 2014 and have been working on it mostly solo. Currently, I haven't done any serious work on it since...some time last year...
by vedrit
Wed Mar 11, 2020 11:33 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 28747

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

What if we need to... you know... test if things are multiplayer safe? Or if you're testing a mod that requires another mod? Like an add-on to Bob's or Angels Then you enable those mods too? the *debugger* is the one running in instrument mode. I'm confused, then ...a special mode which allows a se...
by vedrit
Sun Mar 08, 2020 9:43 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 28747

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

Gergely wrote:
Fri Mar 06, 2020 4:29 pm
What if we need to... you know... test if things are multiplayer safe?
Or if you're testing a mod that requires another mod? Like an add-on to Bob's or Angels
by vedrit
Mon Oct 07, 2019 6:09 am
Forum: Modding help
Topic: Check if mode is set to Deathworld?
Replies: 4
Views: 1593

Re: Check if mode is set to Deathworld?

As far as I know the game difficulty always reads "normal" (was confused by that when I first played). Deathworld etc just set game settings. You could look for a default deathworld if the settings match exactly, or better, just scale whatever you're doing to what you think makes the game...
by vedrit
Sun Sep 29, 2019 9:10 pm
Forum: Modding help
Topic: Check if mode is set to Deathworld?
Replies: 4
Views: 1593

Check if mode is set to Deathworld?

Hey all, I'm wondering if there is a way to check if the game is set to Deathworld, or how I might be able to have my mod might be adjusted by Deathworld.

Thanks!
by vedrit
Fri Sep 27, 2019 5:13 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 46229

Re: Friday Facts #314 - 0.17 stable

When you are not teleported to the dugneon and have to actually travel there, it keeps the immersion of the game, the world is there to be explored, not just an arcade where you push and play. Can you please make the detailed radar view in the normal game way worse than it is now? We have the map. ...
by vedrit
Fri Sep 27, 2019 5:08 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 46229

Re: Friday Facts #314 - 0.17 stable

I think the belt "planner" would be a good idea....mostly. The only thing I think it should do, though, is place regular belts - no underground - and place them as close to a straight line from A to B as possible with a grid (Any intersecting objects marks that belt as invalid. Do not &quo...

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