Search found 344 matches
- Wed Feb 03, 2016 5:52 am
- Forum: Mods
- Topic: [Mod 0.12.22][Bobs]Solarpower0.0.1
- Replies: 6
- Views: 7786
Re: [Mod 0.12.22][Bobs]Solarpower0.0.1
What the heck does it do?
- Wed Feb 03, 2016 5:38 am
- Forum: Modding help
- Topic: Changing Speed Based Conditionally
- Replies: 8
- Views: 19794
Re: Changing Speed Based Conditionally
Because it modify ALL movement bonus of every hoverboard? yes As long as players can do all the things in a car, I won't care too much. Actions are limited in a car, this is why i suggested the exoskeleton approach. Thanks! Your lateral thinking saved my bacon! I got my hoverboard to only work on c...
- Tue Feb 02, 2016 10:14 pm
- Forum: Modding help
- Topic: Changing Speed Based Conditionally
- Replies: 8
- Views: 19794
Re: Changing Speed Based Conditionally
There is a few things you could try (I didnt try any): - Modify data.raw.entity["overboard"].movement_bonus on the fly (is not an option if you want to support multiplayer) Because it modify ALL movement bonus of every hoverboard? - Modify game.player.character.friction_modifier or speed ...
- Tue Feb 02, 2016 7:37 pm
- Forum: Modding help
- Topic: Changing Speed Based Conditionally
- Replies: 8
- Views: 19794
Re: Changing Speed Based Conditionally
There is a few things you could try (I didnt try any): - Modify data.raw.entity["overboard"].movement_bonus on the fly (is not an option if you want to support multiplayer) - Insert a dummy equipment in armor, I dont if it work when armor is full, maybe if you can set size to 0 (probably ...
- Tue Feb 02, 2016 7:54 am
- Forum: Modding help
- Topic: Changing Speed Based Conditionally
- Replies: 8
- Views: 19794
Changing Speed Based Conditionally
Hi, I am working on a mod called MagneticFloor.
What I am trying to do is give the player bonus if he has a hoverboard in his inventory and that the tile he's working on is copper-floor.
Alas, there appears to be no way to modify the player's movement speed conditionally.
What I am trying to do is give the player bonus if he has a hoverboard in his inventory and that the tile he's working on is copper-floor.
Alas, there appears to be no way to modify the player's movement speed conditionally.
- Tue Feb 02, 2016 2:33 am
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 42113
Re: [0.12.x]MagneticFloor-0.0.1
Right now, there's really nothing special.
I only copied and pasted over some stuff, rip factorio's art stuff and made the copper floor slightly faster....
Next version will have the hoverboard, which will allow faster travel over magnetic surfaces.
I only copied and pasted over some stuff, rip factorio's art stuff and made the copper floor slightly faster....
Next version will have the hoverboard, which will allow faster travel over magnetic surfaces.
- Tue Feb 02, 2016 2:30 am
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 42113
[MOD 0.13.x]MagneticFloor 0.1.6
Type: Mod Name: MagneticFloor Description: Go faster, with magnetic floors. License: https://opensource.org/licenses/MIT Version: 0.1.6 Release: 2016-09-08 Tested-With-Factorio-Version: 0.14.4 Category: (SimpleExtension) Tags: tile Download-Url: https://mods.factorio.com/mods/hackerkiba/MagneticFloo...
- Sun Jan 31, 2016 9:23 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 133451
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Without any kind of automation, I cheated by reducing the weight and increasing rotation speed. It's a huge pain in the ass to sit there and wait for the machine to move itself. That's contrary to the spirit of factorio! I might try my hand at writing code to make it 'automated', though I don't know...
- Sun Jan 31, 2016 4:59 am
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 19483
Re: RepairChest Mod
I just posted a mod that I think do what you are looking for. It add possibility to configure requests to storage chests. https://forums.factorio.com/forum/viewtopic.php?f=97&t=19438 Really awesome work you did here. Not exactly what I wanted, but close. The RepairChest is officially declared d...
- Fri Jan 29, 2016 9:52 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 48489
Re: [MOD 0.12.11+] AmmoBox 0.2.1 - Fun with Turrets & Logistics
So the devs went with Objects instead of interfaces for different types of entites? Sigh... With interfaces you could have entities have the functionality of many different types of things. So like, class LogicTurret : ILogisticContainer, ITurret In LUA you could add a hook for item types and expan...
- Fri Jan 29, 2016 9:48 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 133451
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
How to cheat with mining bore:
Place a belt directly in front of it, and you'll get a slight speed boost!
Place a belt directly in front of it, and you'll get a slight speed boost!
- Fri Jan 29, 2016 1:42 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 133451
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Love the digging machine, but it isn't automatic enough or fast enough. Need a way to dump dirt. I suggest filling the machine with an active provider so you can drop dirt into. The machine can also pick up active provider as it dig its way through. Automatic digging could be done by automatically d...
- Sun Jan 24, 2016 5:00 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 133451
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
I can't laid concrete underground. Also, I can cheat putting solar panels there too.
- Sat Jan 23, 2016 7:03 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 133451
- Wed Jan 20, 2016 5:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Aircraft
- Replies: 65
- Views: 104491
Re: [MOD 0.12.x] Aircraft
If you disappear forever, people won't be allowed to make modifications and updates to your mod.
I wonder why you made that choice?
I wonder why you made that choice?
- Tue Jan 19, 2016 4:56 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 48489
Re: [MOD 0.12.11+] AmmoBox 0.2.1 - Fun with Turrets & Logistics
Don't think it's a design choice, but rather that the developers hadn't gotten around to it yet.
- Mon Jan 18, 2016 6:26 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 223019
Re: [MOD 0.12.16] Upgrade planner - v1.1.7
12.21.
Same error as what R3vo got.
Same error as what R3vo got.
- Sat Jan 16, 2016 2:22 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 133451
Re: [WIP][Mod 0.12.last] Subsurfaces : build beneath your base
You need terrifying underground borers.....and GIANT TUNNEL BORING MACHINES!
- Sat Jan 16, 2016 3:00 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 133451
Re: [WIP][Mod 0.12.last] Subsurfaces : build beneath your base
No dirt to contend with?
- Sun Dec 27, 2015 7:21 pm
- Forum: Mods
- Topic: [.13-1.1.109] Aircraft (1.8.9)
- Replies: 188
- Views: 134729
Re: [0.12.20+] Aircraft (1.0.1) NEW PLANES!
License said you're not allowed to modify the mod and distribute it. :shock: I had messaged the original author to ask for permission, but in the months that followed he hadn't gotten back to me, and the mod didn't get updated. I waited for a while, but I just wanted to get this out there :D . Hey ...