Search found 22 matches

by Zillo7
Sat Jul 08, 2017 4:06 pm
Forum: Mods
Topic: [0.15] Tiberium
Replies: 2
Views: 1730

Re: [0.15] Tiberium

Here's the recipe chain in image form: http://i.imgur.com/yXKQ011.png The recipes for processing the ore into liquids and the liquids to other ores are very inefficient, so you'll need a lot of Tiberium ore to make any substantial amount of finished ore. However its really easy to mine; two electric...
by Zillo7
Sat Jul 08, 2017 4:02 pm
Forum: Mods
Topic: [0.15] Tiberium
Replies: 2
Views: 1730

[0.15] Tiberium

Description: Harvest Tiberium and convert it to raw resources for your factory. Details: Factorio Version: 0.15 Released: 7/12017 Dependencies: None Website: https://mods.factorio.com/mods/Zillo7/Tiberium License: https://opensource.org/licenses/MIT Download Download Link This mod adds Tiberium, a ...
by Zillo7
Thu Jul 06, 2017 5:54 pm
Forum: Texture Packs
Topic: [Request] Sprite sheets for a vehicle and an ore type
Replies: 5
Views: 4342

Re: [Request] Sprite sheets for a vehicle and an ore type

I tried adding the sprites I showed in the game, but they don't look like they fit in with everything else...
Image
by Zillo7
Mon Jul 03, 2017 2:51 am
Forum: Texture Packs
Topic: [Request] Sprite sheets for a vehicle and an ore type
Replies: 5
Views: 4342

[Request] Sprite sheets for a vehicle and an ore type

I'm working on a mod that adds Tiberium and some recipes to process it. I also programmed a harvester vehicle to mine Tiberium that it drives over, but it would be nice if it had its own sprite sheet with a simple harvesting animation. I'm also using the sprite sheet for the base game's uranium ore,...
by Zillo7
Sat Jul 01, 2017 6:46 pm
Forum: Modding help
Topic: How do I accept commands with arguments?
Replies: 3
Views: 1535

Re: How do I accept commands with arguments?

Commands pass a table just like events. The table contains the following parameters: name - the command name player_index - the player doing the command if any parameter - the parameters provided as a string In your case list.parameter would == "50". That worked perfectly, thanks! command...
by Zillo7
Wed Jun 28, 2017 11:49 am
Forum: Modding help
Topic: How do I accept commands with arguments?
Replies: 3
Views: 1535

How do I accept commands with arguments?

I'm trying to have my mod accept console commands with arguments. Here's what I'm using: commands.add_command("setTickRate","Sets how often the mod should scan for things. (default: 20)", function(list) global.tickRate = list[1] game.player.print(global.tickRate) end ) The comman...
by Zillo7
Fri Jun 23, 2017 12:53 am
Forum: Multiplayer
Topic: Would anyone like to play a game using my mod?
Replies: 0
Views: 771

Would anyone like to play a game using my mod?

I've finished this mod but I haven't actually played it to see if it's balanced. Would anyone like to help me play-test it?
by Zillo7
Fri Jun 02, 2017 1:37 am
Forum: Modding help
Topic: surface.find_entity - How do I find anything?
Replies: 1
Views: 921

surface.find_entity - How do I find anything?

I'm using surface.find_entity to check if there's an ore object at a specific point before placing a new ore of my own. However the script I'm using cannot detect multiple ore types, so I end up placing multiple ore objects on the same square. How do I search for and get anything that might be at a ...
by Zillo7
Mon May 29, 2017 11:22 pm
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

I've encountered another problem though; when I'm trying to spread the ore over new squares, I end up creating new ore entities on the same squares as existing ore entities. Here's what I've got: orePositions = {{ ore.position.x + 1, ore.position.y }, { ore.position.x - 1, ore.position.y }, { ore.po...
by Zillo7
Sun May 28, 2017 6:36 pm
Forum: Modding discussion
Topic: A quick batch file I use for 'compiling' my mod when testing
Replies: 3
Views: 1903

A quick batch file I use for 'compiling' my mod when testing

I've written this simple batch file that packs the mod I'm working on into a .zip file and moves it into the mod directory before launching factorio. This makes testing a lot faster when I'm fixing bugs. (I'm using 7zip to make the .zip file) cd "C:\Program Files\7-Zip" 7z.exe a "C:\U...
by Zillo7
Sun May 28, 2017 6:30 pm
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

It's working now! Here's a webm of uranium spreading.
https://webmshare.com/rN5v4
by Zillo7
Sun May 28, 2017 5:36 pm
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.find_entity this is the one I was thinking of. This works when searching for existing uranium ore, but is there a way to return anything that's at that point? The entity string argument is required, so is there a a string that's like 'AN...
by Zillo7
Fri May 26, 2017 12:05 am
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

I'm reading the position of an existing ore piece and then I get the adjacent positions(the orePositions). It has something to do with find_entities_filtered; How do I check for an ore piece at a specific point?
by Zillo7
Mon May 22, 2017 9:27 pm
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

Try lower-case p instead of upper-case P? "ore.position" That worked; now the ore grows! But it doesn't expand over time. This is the only part left that doesn't work; It fails when trying to find the uranium ore so it never reaches the line where it creates a new ore piece. --add new ore...
by Zillo7
Mon May 22, 2017 12:17 pm
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

you are putting all this in the file control.lua, right? ALL run time scripts need to be in that file. All declared global variables need to be in that file. That worked, thanks! After a little more trial and error, I got most of the script to run. However there's this line: local orePositions = {{...
by Zillo7
Mon May 22, 2017 1:50 am
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

I'd also be interested to learn what you want the growing ore to be used for! I'm gonna use the growing ore in a new process where the end result is any of the other ores. I'm thinking it'll be something like: Tiberium Ore -> Liquid Tiberium -> [Other ores/coal/stone/crude oil/water] I'm still gett...
by Zillo7
Sun May 21, 2017 1:01 pm
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: uwa

Question... do you want it to -grow- or -regrow-? IE do you want fields to expand beyond their initial spawned size, or simply, over time, refresh themselves? Or grow around an object, radiating outward to a max radius - similar to red-alert ore mines or C&C classic tiberium trees? Unbridled gr...
by Zillo7
Fri May 19, 2017 9:56 pm
Forum: General discussion
Topic: Has anybody tried playing the game with resources set to "very poor"?
Replies: 5
Views: 2633

Re: Has anybody tried playing the game with resources set to "very poor"?

It's fun to build the giant train network, and I turn on peaceful mode to compensate for the lack of resources. Though there's almost always a critical shortage of something, usually stone or coal. It makes one nervous since you don't know if you'll have enough for concrete/plastic to launch the fir...
by Zillo7
Fri May 19, 2017 5:28 pm
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

I think I've got it to place new ore next to the existing ore, is this correct?: --add new ores to empty adjacent squares local orePositions = {{ ore.Position.x + 1, ore.Position.y }, { ore.Position.x - 1, ore.Position.y }, { ore.Position.x, ore.Position.y + 1 }, { ore.Position.x, ore.Position.y - 1...
by Zillo7
Tue May 16, 2017 7:45 am
Forum: Modding discussion
Topic: Is it possible to make ores grow?
Replies: 28
Views: 7760

Re: Is it possible to make ores grow?

Changing local variables between ticks will lead to desyncs in MP So the local variables are synchronized over the network? I don't think I would need that; just the server player could run this script and the placed ores would be synchronized instead. How could I set a variable to not be synchroni...

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