Search found 52 matches

by H8UL
Fri Dec 07, 2018 2:30 am
Forum: Mods
Topic: [MOD 0.16] Ribbon Maze 0.6.7
Replies: 14
Views: 319

Re: [MOD 0.16] Ribbon Maze

Major update in 0.6.7, providing lots of requested features as well as some bug fixes. Changelog provides the most details: https://mods.factorio.com/mod/RibbonMaze/changelog Highlights are new settings for: mod resources mod infinite ores (i.e. Angel's infinite ores) block size of maze rate of reso...
by H8UL
Thu Dec 06, 2018 12:10 am
Forum: Modding interface requests
Topic: LuaEntity.map_color [rw]
Replies: 3
Views: 97

Re: LuaEntity.map_color [rw]

Godmave wrote:
Wed Nov 28, 2018 8:04 pm
Or set the map_color of lamps to the color they are showing when circuit connected
Make it toggle with electric network and it would be a cute quality of life feature for vanilla! :)
by H8UL
Wed Dec 05, 2018 11:15 pm
Forum: Ideas and Suggestions
Topic: Modules for Radars
Replies: 10
Views: 681

Re: Modules for Radars

In case there are performance/technical concerns with speed or productivity modules... It could be efficiency modules only. I suspect this would be an easy win because the radar prototype has a lot of energy attributes so it suggests the entity is already flexible on energy use. Moreover, efficiency...
by H8UL
Tue Dec 04, 2018 5:26 pm
Forum: Modding interface requests
Topic: Missing AutoplaceSpecification information at control runtime
Replies: 0
Views: 47

Missing AutoplaceSpecification information at control runtime

Seems like some prototype information in AutoplaceSpecification is not available at control runtime: Compare: https://wiki.factorio.com/Types/AutoplaceSpecification and: https://lua-api.factorio.com/latest/Concepts.html#AutoplaceSpecification coverage, starting_area_amount, and starting_area_size ar...
by H8UL
Fri Nov 30, 2018 1:29 pm
Forum: Mods
Topic: [MOD 0.16] Ribbon Maze 0.6.7
Replies: 14
Views: 319

Re: [MOD 0.16] Ribbon Maze

great mod i problem i find is that mangrove harvester is pretty late also im not sure if i can use inserters on it Hello, the mangrove harvester has to be a later technology to avoid it providing an infinite fuel source early game, which would be overpowered. You don't need to automatically harvest...
by H8UL
Fri Nov 30, 2018 12:52 pm
Forum: Bug Reports
Topic: Mining over multiple infinite resource entities - bug?
Replies: 2
Views: 140

Mining over multiple infinite resource entities - bug?

So I have a query from a user with my mod, in which they point out the tool tip for an infinite resource seems wrong: The resource takes 10 seconds to mine, so a single tile of the resource would report as 0.1/s to mine When the miner entity covers multiple such tiles the tool tip shows a higher rat...
by H8UL
Fri Nov 30, 2018 10:23 am
Forum: Mods
Topic: [MOD 0.16] Ribbon Maze 0.6.7
Replies: 14
Views: 319

Re: [MOD 0.16] Ribbon Maze

RibbonMaze may teleport the player at start to ensure they are in the maze path. VehicleSnap sets up some data structures when a player is created, which don't exist yet. Probably it should ignore player movement/teleports until that then. The API should allow changing player position without actua...
by H8UL
Fri Nov 30, 2018 8:53 am
Forum: Mods
Topic: [MOD 0.16] VehicleSnap
Replies: 70
Views: 11288

Re: [MOD 0.16] VehicleSnap

hi. your mod can break game when use with Ribbon Maze https://forums.factorio.com/viewtopic.php?p=388398#p388398 Безымянный.png Details reported here: https://mods.factorio.com/mod/VehicleSnap/discussion/5c00f928fa93bf000c1f4f28 Looks like VehicleSnap is handling player position change events befor...
by H8UL
Fri Nov 30, 2018 8:51 am
Forum: Mods
Topic: [MOD 0.16] Ribbon Maze 0.6.7
Replies: 14
Views: 319

Re: [MOD 0.16] Ribbon Maze

hi. try your mod and get errors Безымянный.png when turnoff VechileSnap mod everything is ok Try without Ribbon Maze, it can be problem by VechileSnap. yeah, separately they goes normal. wrote post in VechileSnap mod thread I can see what the problem is in VehicleSnap so I reported the issue with s...
by H8UL
Fri Nov 23, 2018 12:37 pm
Forum: Mods
Topic: [MOD 0.16] Ribbon Maze 0.6.7
Replies: 14
Views: 319

Re: [MOD 0.16] Ribbon Maze

Is it black water or "not-on-map" tiles? It's a modded version of green-water, with object collision similar to the "out-of-map" tile. So you can't build offshore pumps on it for example. This means that it gets proper transitions with water during terraforming (and with ground). Credit goes to the...
by H8UL
Fri Nov 23, 2018 10:38 am
Forum: Mods
Topic: [MOD 0.16] Ribbon Maze 0.6.7
Replies: 14
Views: 319

Re: [MOD 0.16] Ribbon Maze

Reserved for future use...
by H8UL
Fri Nov 23, 2018 10:38 am
Forum: Mods
Topic: [MOD 0.16] Ribbon Maze 0.6.7
Replies: 14
Views: 319

[MOD 0.16] Ribbon Maze 0.6.7

Ribbon Maze The maze itself is destined to be automated! Mod portal page: https://mods.factorio.com/mod/RibbonMaze Ribbon Maze challenges you to explore a maze in search of rich resources. The maze is impassable, but new late game technologies let you terraform the maze... Key features Perfect maze...
by H8UL
Thu Nov 22, 2018 9:08 am
Forum: Modding interface requests
Topic: Ability to create out-of-world LuaItemStacks.
Replies: 7
Views: 315

Re: Ability to create out-of-world LuaItemStacks.

Perhaps this is already possible? An item with inventory that has the hidden flag? That would avoid the invisible on map hack and its problems.

Edit: on second thoughts then you have the problem that it ties to a player
by H8UL
Wed Nov 21, 2018 10:34 am
Forum: Ideas and Suggestions
Topic: Recycle/Repurpose excess Items
Replies: 3
Views: 148

Re: Recycle/Repurpose excess Items

You can recycle barrels in fact (cliff explosives)!
by H8UL
Wed Nov 21, 2018 10:05 am
Forum: Ideas and Requests For Mods
Topic: Mobile artillery turrets
Replies: 5
Views: 170

Re: Mobile artillery turrets

There isn't much on the remote's prototype and I haven't found anything that sets it up other than being an item, in the base mod. I've been able to fire a custom artillery-turret (same type, different name and shell) with the remote, as long as the force of the turret remains the same as the player...
by H8UL
Mon Nov 19, 2018 2:00 pm
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 21
Views: 943

Re: Divorcing behavior from entities

I think the idea of hierarchical components that can be swapped at runtime, is indeed far too heavyweight. These sorts of component based approaches have lost a lot of popularity even in enterprise software (EJB, CORBA, SOAP, OSGI) -- a world notorious for over-engineering. It's also nowhere near as...
by H8UL
Sat Nov 17, 2018 9:40 am
Forum: Already exists
Topic: Hand crafting for resource category
Replies: 2
Views: 84

Re: Hand crafting for resource category

Facepalm. Yes that's exactly it. I never thought to look at the player prototype. I should study it to see what else it can do. :oops:

Thanks!
by H8UL
Sat Nov 17, 2018 2:04 am
Forum: Already exists
Topic: Hand crafting for resource category
Replies: 2
Views: 84

Hand crafting for resource category

In an upcoming mod I've got trees as resources. This seems the "proper" way to make them automatable. I don't need custom mining logic in control.lua, which is very helpful for UPS given this is aimed at big bases. And the yield is reported on the map. Both for balance and appearance, they don't use...
by H8UL
Wed Nov 14, 2018 4:29 pm
Forum: Implemented mod requests
Topic: on_entity_died event should include dropped loot data somewhere in there
Replies: 5
Views: 198

Re: on_entity_died event should include dropped loot data somewhere in there

So, it should be possible for a mod to mark loot for deconstruction on drop?

Which has some interesting prospects for multiplayer, but also automated biter farms...
by H8UL
Fri Nov 09, 2018 8:39 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 7947

Re: Friday Facts #268 - The modern Biter

...]How about giving them a really heart-breaking death sound, for example Puppy Crying SOUND EFFECT ? Or, instead of inducing mental breaks among players hearing unpleasant or sometimes even annoying sounds every time the Biters attack, how about giving the Biters both defensive and offensive soun...

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