Search found 711 matches

by Earendel
Sat Dec 23, 2023 3:26 am
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 14948

Re: Friday Facts #390 - Noise expressions 2.0

fff-390-white-noise_Text.png I thought I saw letters in this. I was right XD He he, you found it it. the way i see it, there are three possibilities for generating things that can appear on multiple planets: - things that autoplace can have multiple sets of placement rules, varying per surface - th...
by Earendel
Sat Dec 02, 2023 4:39 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 42385

Re: Friday Facts #387 - Swimming in lava

aka13 wrote:
Fri Dec 01, 2023 6:29 pm
Also, I don't remember anymore, but I could have sworn, that you were active on ic2 forums 10 years ago, no? I can't seem to find it anymore.
No, not me. I should probably make a unique avatar but I like this one.
by Earendel
Fri Dec 01, 2023 5:03 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 42385

Re: Friday Facts #387 - Swimming in lava

If an intermediate is only ever used for one thing then perhaps it should be more useful or be removed You have no idea how much of a relief it is to read these words. This was my single biggest frustration when trying to play Space Exploration (unique single-use buildings that make unique single-u...
by Earendel
Fri Oct 20, 2023 1:23 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 45229

Re: Friday Facts #381 - Space Platforms

I think this really captures the spirit of what makes SE fun, when you first get to space, and amplifies it. I am also cautiosly optimistic, that it seems that kovarex feels similar to how I feel, on what is not fun in SE. The gameplay of this was designed by me, kovarex and v453000 together. It's ...
by Earendel
Mon Sep 18, 2023 9:20 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 365
Views: 61014

Re: Friday Facts #376 - Research and Technology

Normal Refined (Might be weird if there's an item name like "Refined Steel" already) Prestine (I like this one) Superior (I like this one) Masterwork (I also like this one) Refined (A must have so couldn't replace) I'm not looking to get in to a naming discussion right now, but I'll just ...
by Earendel
Mon Aug 28, 2023 12:47 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 74220

Re: Friday Facts #373 - Factorio: Space Age

I’m getting a lot of questions. I'm not going to say anything about Space Age content, but I’ll try to answer these as clearly as possible: Is Space Age good or bad for Space Exploration? Good. Is Space Exploration development continuing? Yes, 0.7 (http://shorturl.at/jFIKT) will be the biggest updat...
by Earendel
Fri Aug 25, 2023 4:07 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 74220

Re: Friday Facts #373 - Factorio: Space Age

There are so many things that Space Exploration just can't do because it's a mod. Hello Earendel, big fan of your mod. Will we see some of the addon technology like the animated engines bleed over into your mod? Greetings Earendel, how about the new features in v2.0, are there mechanics there that ...
by Earendel
Fri Dec 16, 2022 11:13 pm
Forum: Mods
Topic: [1.1+] [WIP] Sosciencity
Replies: 15
Views: 7237

Re: [1.1+] [WIP] Sosciencity

Unfortunately I don't have time to try this mod but it looks interesting. You're welcome to take any ideas from "The Colony" concept from years ago. https://forums.factorio.com/viewtopic.php?f=33&t=39180 Having civilian building spread or pop up randomly could be an interesting buildin...
by Earendel
Sun Nov 21, 2021 9:58 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 2.0 will incorporate and build on SE // Discord Server:https://discord.gg/NTJF88UWhC
Replies: 55
Views: 34189

Misleading thread title.

Space Exploration is not merging into to Nauvis Post Collapse. That's a bit misleading. Space Exploration will continue to be a free and standalone mod. The new project will incorporate and build on Space Exploration, in particular this new project will focus on procedural content generation, lore, ...
by Earendel
Tue Dec 22, 2020 12:06 am
Forum: Implemented mod requests
Topic: surface.create_entity_from_item(...)
Replies: 4
Views: 3096

Re: surface.create_entity_from_item(...)

That's great, thanks.
by Earendel
Sun Dec 20, 2020 1:57 am
Forum: Implemented mod requests
Topic: [1.1.6] Spidertron item grid is not recognised
Replies: 3
Views: 1812

Re: [1.1.6] Spidertron item grid is not recognised

Ok thanks. In that case I'm assuming that trying to force an existing item stack into a has_entity_data state would be a problem if the stack has a count over 1. This would make it seem like the best way to make a LuaItemStack with entity data would be by making a new item, and my guess would be tha...
by Earendel
Thu Dec 17, 2020 2:15 am
Forum: Implemented mod requests
Topic: [1.1.6] Spidertron item grid is not recognised
Replies: 3
Views: 1812

[1.1.6] Spidertron item grid is not recognised

I was originally going to post this as a modding interface request but after more investigation this might actually be a bug. The behaviour is at least inconsistent. If you have an armor item and that item has a grid, then LuaItemStack.grid will return the grid even if it is a brand new item. The ar...
by Earendel
Sun Dec 13, 2020 4:04 pm
Forum: Implemented mod requests
Topic: surface.create_entity_from_item(...)
Replies: 4
Views: 3096

Re: surface.create_entity_from_item(...)

The player hack is a good idea but has some unwanted side-effects and would stop working if nobody was logged onto the server. My use case is rocket-deployed spidertrons for colonising alien planets that are different surfaces.
by Earendel
Sun Dec 13, 2020 1:19 am
Forum: Implemented mod requests
Topic: surface.create_entity_from_item(...)
Replies: 4
Views: 3096

surface.create_entity_from_item(...)

I would like the ability to build/deploy an entity directly from an item, so that if there is entity data saved in the item it would be carried over to the new entity automatically just as though the entity had been built by a player. Ideally the function would be similar to surface.create_entity ex...
by Earendel
Tue Dec 08, 2020 2:20 pm
Forum: Modding interface requests
Topic: RocketSilo: Prevent automatic launch if there is no space for products
Replies: 0
Views: 908

RocketSilo: Prevent automatic launch if there is no space for products

Request for a setting on the rocket silo prototype to change the "check adequate space in inventory" behaviour from no check to a check that can be enabled by the mod. For example: rocket_silo.automatic_launch_requires_space_for_product = true/false (or something like that.) This relates t...
by Earendel
Sat Dec 05, 2020 7:02 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.5] Incorrect collision layer defaults
Replies: 3
Views: 2452

[Klonan] [1.1.5] Incorrect collision layer defaults

data/core/lualib/collision-mask-util.lua Contains the default collision mask: unit = {"doodad-layer", "item-layer", "not-colliding-with-itself", "consider-tile-transitions"}, but should be something like unit = {"player-layer", "train-layer"...
by Earendel
Wed Nov 25, 2020 1:54 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Can't specify number for render_layer
Replies: 1
Views: 900

[1.1.0] Can't specify number for render_layer

rendering.draw_sprite{ ... render_layer = 70, .. } now gives an error. Previously could assign numbers.

Numbers are more useful because you can use +1 to make something render above another thing.
by Earendel
Mon Aug 10, 2020 12:34 pm
Forum: Modding discussion
Topic: Design discussion: Trigger target type
Replies: 1
Views: 2660

Re: Design discussion: Trigger target type

I'm starting to implement this in some of the stuff I am working on. I'm setting a "flammable" tag on tree most tree entities, but not all tree entities are real trees so the tag can be removed from things that shouldn't catch fire. I will also be using tags for "flying" entities...
by Earendel
Fri Jul 24, 2020 9:59 pm
Forum: Ideas and Suggestions
Topic: "Recipe to blueprint" hotkey
Replies: 4
Views: 1955

Re: "Recipe to blueprint" hotkey

ssilk wrote:
Fri Jul 24, 2020 8:58 pm
How should that work, if this item can be produced in some entities? For example the three levels of assembly machines.
It could make a blueprint book that lets you cycle through the machine options if there are multiple.

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