Search found 118 matches

by zer0t3ch
Thu Sep 12, 2013 6:23 am
Forum: Releases
Topic: Wiki spam fight
Replies: 7
Views: 13447

Re: Wiki spam fight

Glad I made the cut! Just saw this list, so a little to late to ask to be added to the list. :P
by zer0t3ch
Thu Sep 05, 2013 2:13 pm
Forum: Ideas and Suggestions
Topic: Stack or dock factories?
Replies: 8
Views: 8836

Re: Stack or dock factories?

I had the following idea to suggest (possibly someone already suggested), how about the option (through research, of course) to "dock" (horizontal) or "stack" (vertical) the factories to automate a complete production chain? That sounds awesome but I doubt it'll ever be added to...
by zer0t3ch
Thu Sep 05, 2013 2:12 pm
Forum: Implemented Suggestions
Topic: More Stats?
Replies: 13
Views: 3722

Re: More Stats?

gr0mpel wrote:great ideas - and i think that realising it with the electric signal network would be pretty awesome..
aaaaand !!!!! BELT ITEM COUNTER !!!!!
IT'S OVER 9000!!!
by zer0t3ch
Tue Sep 03, 2013 3:23 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 829158

Re: Factorio Roadmap

n9103 wrote:
zer0t3ch wrote:
DRBLN wrote:End of August is coming
And.......?
Way to read the OP.
Oops :3 Thank you!
by zer0t3ch
Sat Aug 31, 2013 8:32 pm
Forum: Modding help
Topic: Custom GUIElement on Entity open/select
Replies: 7
Views: 4349

Re: Custom GUIElement on Entity open/select

Well, i think they do that in the c++ code of the game. I also tested if i could grab the inventory or any ui of entities ingame trough lua. this was not possible.. Seeing as the chests are added as prototypes, I would think they would do the clicks for it in LUA also. Every entity is added as a pr...
by zer0t3ch
Sat Aug 31, 2013 8:18 pm
Forum: Ideas and Suggestions
Topic: Adaptive difficulty
Replies: 1
Views: 2939

Re: Adaptive difficulty

This could be good. +1
by zer0t3ch
Fri Aug 30, 2013 2:52 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 829158

Re: Factorio Roadmap

DRBLN wrote:End of August is coming
And.......?
by zer0t3ch
Fri Aug 30, 2013 2:49 pm
Forum: General discussion
Topic: Forum theme
Replies: 5
Views: 6800

Re: Forum theme

I think you can just install more themes, make one a default, and then people can pick out of the installed themes in the UserCP if they want something different. (Such as light vs. dark themes) I personally would prefer a darker theme, but just getting a theme in general would help attract new play...
by zer0t3ch
Fri Aug 30, 2013 2:41 pm
Forum: Modding help
Topic: Custom GUIElement on Entity open/select
Replies: 7
Views: 4349

Re: Custom GUIElement on Entity open/select

Well it's gotta be possible to some extent, or else how do chests and furnaces work? Well, i think they do that in the c++ code of the game. I also tested if i could grab the inventory or any ui of entities ingame trough lua. this was not possible.. Seeing as the chests are added as prototypes, I w...
by zer0t3ch
Fri Aug 30, 2013 2:39 pm
Forum: Ideas and Suggestions
Topic: Idea for the goal in the late game - supply ships on orbit
Replies: 44
Views: 27857

Re: Idea for the goal in the late game - supply ships on orb

I think an artillery turret would cool. Needs special ammo. Loading, aimin and firing takes 30 secs. Targets every building within a radar range and within -hm - 50-100 tiles. In the beginning it has a very bad aiming (20% hits) and it can be researched up to 80%; as the range. The creepers try to ...
by zer0t3ch
Wed Aug 28, 2013 3:26 am
Forum: General discussion
Topic: Rail Kill
Replies: 9
Views: 9740

Re: Rail Kill

I decided to bring in my new resources using open TTD style train system because I thought it would be more efficient and also fun to build. These trains are bringing in a ton of resources and look cool doing it. The only problem is that whenever I have to leave my base or cross the tracks I have t...
by zer0t3ch
Wed Aug 28, 2013 3:25 am
Forum: Modding help
Topic: Custom GUIElement on Entity open/select
Replies: 7
Views: 4349

Re: Custom GUIElement on Entity open/select

Soo, i was thinking, is it possible to create a ui on rightclick of an entity? i already tried checking the player.gui en de top/center and left attributes of it while having a smart-inventory open but it doesn't display that any GUI element is open. If there was a way, i could just adjust the inve...
by zer0t3ch
Tue Aug 27, 2013 12:53 am
Forum: Ideas and Suggestions
Topic: Idea for the goal in the late game - supply ships on orbit
Replies: 44
Views: 27857

Re: Idea for the goal in the late game - supply ships on orb

what if sending up supplies had some in game benifit? send up a load of rockets and then you're able to call down a barrage from the map? and sending up other supplies could be returned with advanced materiel in some form or other, maybe new schematics for research or access chips which you need to...
by zer0t3ch
Tue Aug 27, 2013 12:50 am
Forum: Mods
Topic: [MOD WIP 0.6.1] Creative mode (inspired by testmode)
Replies: 2
Views: 4973

Re: [MOD WIP 0.6.1] Creative mode (inspired by testmode)

Hi. I'm glad my mod inspired you. I'm looking forward to see yours. Thanks but I've kind of run out of ideas... :/ I finally got godmode working with a pretty nice GUI, but I can't think of anything other than Infinite items to add yet, and there's no good way to add infinite items with mod support...
by zer0t3ch
Mon Aug 26, 2013 11:45 am
Forum: Ideas and Suggestions
Topic: time left in crafting queue
Replies: 4
Views: 6031

Re: time left in crafting queue

I think reset's intention was that on mouse-over, the time remaining until that item in the queue is complete would be shown. (A sum of all time between that item, and all preceding items'.) This would be far less cluttered than individual timing, and be far more useful than the time for individual...
by zer0t3ch
Sun Aug 25, 2013 12:15 pm
Forum: Modding help
Topic: Changing recipe of base-mod item
Replies: 3
Views: 3308

Re: Changing recipe of base-mod item

Exactly if your mod depends on another mod (here the base) then it's data definitions are processed afterwards. That means that at the time of processing your mod data definition the other one (base) has already filled everything. So you can simply change the datat it created. For instance if you d...
by zer0t3ch
Thu Aug 22, 2013 2:16 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belts instead of trains
Replies: 33
Views: 26359

Re: Belts instead of trains

You can only upload 3 attachments per post, but if you use an external website like imageshack u can do whatever u want. FOR THE LOVE OF GOD PLEASE DON'T USE IMAGESHACK! Sorry for caps, and now why: From what I understand, if you get too many image views, the pics will stop showing up because you w...
by zer0t3ch
Wed Aug 21, 2013 11:41 pm
Forum: Modding help
Topic: Items Placed
Replies: 2
Views: 1936

Re: Items Placed

Is there a way to know what item a player places when they place it? (onbuiltentity won't work for what I need, unless someone knows how to convert an entity into the itemstack that it came from) Im not sure if you still need this but... Why do yoy need the item stack? For the name of the item?? If...
by zer0t3ch
Wed Aug 21, 2013 3:27 am
Forum: Implemented mod requests
Topic: Additional UI elements and adv. glob namespace
Replies: 5
Views: 4797

Re: Additional UI elements and adv. glob namespace

ficolas wrote:I think you can make checkboxes with the buttoms and the styles (you can set a background image for buttons)
True. I'm thinking of making a mod for other mods to build off of that adds a bunch of styles and GUI elements like that.
by zer0t3ch
Tue Aug 20, 2013 2:12 pm
Forum: Ideas and Suggestions
Topic: Logistic Robot Maintenance Center
Replies: 4
Views: 5196

Re: Logistic Robot Maintenance Center

The Logistic Robot Maintenance Center would be an optional construct that would do several things: 1) Idle logistics robots would return to the maintenance center. This prevents the problem of robots hanging out in dangerous areas when they have no work to do, since they seem to be a preferred targ...

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