Search found 22 matches

by NeXuS
Tue Dec 18, 2018 9:54 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 36833

Re: Friday Facts #273 - Cutscene controller & Localisation plan

In our test lab we had a car simulator on six hydraulic bases. Therefor we know what motion sickness can do. One of our tester was one week off, after using the simulator the first time. So, no, I'm not a friend of it either. If something like this is added to the game, you need a control in the set...
by NeXuS
Sun Dec 16, 2018 11:15 am
Forum: Ideas and Requests For Mods
Topic: [Mod Requests] Wall Gates
Replies: 5
Views: 2639

Re: [Mod Requests] Wall Gates

Thank you, that's looking pretty much like the idea I had. :-)
I will adapt this to make the gate a new entity (so keeping the normal gates as they are) and use this one only for the dragon teeth.

Thank you very much. :-)
by NeXuS
Fri Dec 14, 2018 12:42 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Requests] Wall Gates
Replies: 5
Views: 2639

Re: [Mod Requests] Wall Gates

Yep, I hadn't looked up the original release version for gates. :oops:

Anyway, this is just a cosmetic mod for people using dragon teeth defenses and wanting to build a rail track through it.
Using normal doors is possible, but look a little bit... strange.
by NeXuS
Thu Dec 13, 2018 4:41 pm
Forum: Development tools
Topic: (WIP) Mod-Editor/Builder
Replies: 8
Views: 20237

Re: (WIP) Mod-Editor/Builder

Wow, that looks good. I will test it soon for a bigger Mod I'm currently working in. Thanks a Lot.
by NeXuS
Thu Dec 13, 2018 4:36 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Requests] Wall Gates
Replies: 5
Views: 2639

[Mod Requests] Wall Gates

Hi,

Before telling me that gates are allready implemented since Version 0.8. Yes, you are right. But I want to have a gate that look like a single Wall element. Why? Because then I might use it for train tracks passing my dragon Gerth. ;)

Have fun
NeXuS
by NeXuS
Thu Dec 13, 2018 10:47 am
Forum: Modding help
Topic: Question concerning: Electricity
Replies: 2
Views: 1679

Re: Question concerning: Electricity

Too bad ;-)
by NeXuS
Thu Dec 13, 2018 10:44 am
Forum: Modding help
Topic: Question concerning: Electricity
Replies: 2
Views: 1679

Question concerning: Electricity

Good day everyone, I just happened to thought of a second kind of electricity. Is it possible to create a second kind of electricity that can not be transmitted via normal power poles? I'd like to define something like a secondary electricity grid, which is completely independent from the original e...
by NeXuS
Wed May 16, 2018 7:35 pm
Forum: Questions, reviews and ratings
Topic: [Code Request] Limiting the amount of Logistic robots
Replies: 1
Views: 1163

[Code Request] Limiting the amount of Logistic robots

Hi, I'm currently looking for a solution to limit the amount of logistic robots in my world. I'd like to have Special buildings that support me wird more logistic slots, But there should always be a maximum. How can I prevent assembling machines from producing robots, by not disabling the robot reci...
by NeXuS
Sun May 13, 2018 7:30 pm
Forum: Questions, reviews and ratings
Topic: MOD - Question for logistics network
Replies: 1
Views: 1095

Re: MOD - Question for logistics network

Any idea for this?
by NeXuS
Sat May 12, 2018 11:34 am
Forum: Questions, reviews and ratings
Topic: MOD - Stop Assembly Machine from working
Replies: 4
Views: 2477

Re: MOD - Stop Assembly Machine from working

Hi darkfrei, thank you for your fast answer. I've not tested it yet, but I have a question to your code. ;) if global.crafted > 5 then event.recipe.enabled = false end If my amount of items drops below five and I re-enable that recipe, do I have to reset the recipe inside the assembling machines or ...
by NeXuS
Fri May 11, 2018 8:50 am
Forum: Ideas and Requests For Mods
Topic: Mod request: change to steel and electric furnace
Replies: 3
Views: 1677

Re: Mod request: change to steel and electric furnace

You can easily do this on your own, by having a closer look to the modding tutorials in the wiki.

There is not much magic in your request. ;)
by NeXuS
Fri May 11, 2018 8:47 am
Forum: Questions, reviews and ratings
Topic: MOD - Stop Assembly Machine from working
Replies: 4
Views: 2477

MOD - Stop Assembly Machine from working

Hi, and another question I hope you can help me with. How can I stop an assembly-machine entity from crafting, when a certain global number of the product is reached, even though the machine has all available ingredients? I don't want to use the signal network for this, just implementing a check aga...
by NeXuS
Fri May 11, 2018 6:59 am
Forum: Questions, reviews and ratings
Topic: MOD - Question for logistics network
Replies: 1
Views: 1095

MOD - Question for logistics network

Hi, I have a question concerning the logistics system. Is it possible to give an entity like an assembling-machine logistic abilities, like a provider AND a requester? I'd like to have robots putting required items directly inside the building and want to make produced items available to the logisti...
by NeXuS
Thu Dec 21, 2017 9:13 am
Forum: Ideas and Suggestions
Topic: [0.16] Better arti sound
Replies: 1
Views: 1156

Re: [0.16] Better arti sound

Sounds like you need a minor mod...

I could imagine that this issue is not of a high priority to the devs.
by NeXuS
Thu Dec 21, 2017 9:07 am
Forum: Ideas and Suggestions
Topic: QoL: Auto-refuel car/tank from player inventory
Replies: 8
Views: 3652

Auto fueling Cars and Tanks

TL;DR Auto-fill in of fuel into cars and tanks after placing them from the inventory. What ? I'd like the idea to automated fueling tanks and cars just picked out of inventory. So, if you place your car a routine will have a look through your inventory and fuel the car with the best fuel available ...
by NeXuS
Tue Dec 19, 2017 10:15 am
Forum: Ideas and Suggestions
Topic: Waste Products
Replies: 9
Views: 3112

Re: Waste Products

That's quite a cool idea. =)

I'd like the idea of heaving a waste water output in one of the nice blue lakes seeing it changing to purple/brown/gray...
by NeXuS
Fri Dec 01, 2017 7:51 am
Forum: Ideas and Requests For Mods
Topic: [IDEA/REQUEST] Shield systems
Replies: 4
Views: 2027

[IDEA/REQUEST] Shield systems

Hi, I'd like to see something like a shield system in mod form. For more information, have a look at this suggestion topic, so we don't need to fill up this thread with doubled information. https://forums.factorio.com/viewtopic.php?f=6&t=54148&p=319428#p319428 Is there perhaps a modder who l...
by NeXuS
Fri Dec 01, 2017 7:47 am
Forum: Ideas and Suggestions
Topic: Shieldsystems
Replies: 16
Views: 6241

Re: Shieldsystems

So what if I try to place two shield generators so that the shields overlap? I see a few options here: 1) Share the load: The two generators share the overlapping space, lowering their energy consumption slightly as each one powers half of the shield. If one were to fail completely the other would ...
by NeXuS
Wed Nov 29, 2017 2:43 pm
Forum: Ideas and Suggestions
Topic: Shieldsystems
Replies: 16
Views: 6241

Re: Shieldsystems

Or level one shields absorb small spitters, level two for medium spitters, level three for behemoth spitters, ... With the Natural Evolution mod there are more levels of aliens so more shields levels make sense there. Shields could even have infinite research with each level adding some more damage...
by NeXuS
Tue Nov 28, 2017 10:07 am
Forum: Ideas and Suggestions
Topic: Shieldsystems
Replies: 16
Views: 6241

Re: Shieldsystems

Don't add a standby mode but allow it to be turned on and off by the circuit network instead. By standby mode I mean a basic level of energy usage. So they need energy if active, and more energy if currently regenerating. Like lights they should be capable of being switched off and on by signals. A...

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