Search found 10 matches

by Copern
Sat May 10, 2014 2:54 pm
Forum: Mods
Topic: [MODS 0.10.x] Various Mods by FreeER
Replies: 60
Views: 35822

Re: [MODS 0.8.x] Various Mods by FreeER

Thank you...mainly because I'm lazy :) nah, I just don't have any great ideas that I feel the need to implement, so I haven't done many mods. I have that exact same problem. I'm not very creative, I guess, so I rarely come up with great ideas to implement. It's really hard for me to come up with an...
by Copern
Mon Apr 14, 2014 10:02 pm
Forum: General discussion
Topic: [0.9]Force train to stop depending on cargo?
Replies: 10
Views: 4795

Re: [0.9]Force train to stop depending on cargo?

Oh you really have to try it. Building train networks is a lot of fun once you get the hang of it in Factorio. Then again I love Transport Tycoon (and OpenTTD) so I might be a tad bit biased. I would love to see path signals (maybe even pre-signals?) in the game someday.
by Copern
Wed Apr 02, 2014 6:23 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Control center
Replies: 10
Views: 8846

Re: [REQUEST] Control center

rk84 wrote:

Code: Select all

vehicle.passenger = nil
Ahh ok, I don't recall seeing a passenger property mentioned in the wiki. Seems some things are still missing in it.
by Copern
Wed Apr 02, 2014 3:32 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Control center
Replies: 10
Views: 8846

Re: [REQUEST] Control center

Glad to hear it was of some use! Metatables are a great thing to know and understand. They are a very powerful mechanism, definitely take some time to look into them.
by Copern
Wed Apr 02, 2014 2:15 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Control center
Replies: 10
Views: 8846

Re: [REQUEST] Control center

Make sure to store the character controller somewhere before switching to the god controller. Keep in mind that when you switch to the god controller you will no longer be in a vehicle. Your character controller will still be in the vehicle you entered though. Simply checking if the player left a ve...
by Copern
Mon Mar 31, 2014 4:48 am
Forum: Won't implement
Topic: More Utilities
Replies: 5
Views: 4574

Re: More Utilities

I'll throw in my two cents and a different timer. Like FreeER mentioned, "name" I really don't think is necessary. You'll likely get a reference and I can't think of a reason why you would need to "name" it. Again as FreeER mentioned, "duration" makes more sense as a va...
by Copern
Wed Jan 29, 2014 7:25 pm
Forum: Implemented mod requests
Topic: Changing/checking tiles with the lua code
Replies: 7
Views: 5624

Re: Changing/checking tiles with the lua code

kovarex wrote:So ... this functionality has been delayed, but it is prepared for 0.9 already.
Great to hear, thanks Kov!
by Copern
Fri Jan 24, 2014 10:03 am
Forum: Won't implement
Topic: More entity event hooks
Replies: 5
Views: 4249

Re: More entity event hooks

Is it posible to dynamically assign LUA methods to certain events? That's what I proposed in the OP. Or perhaps a way to attach functions with specific signatures to prototypes. For example, that function would be called any time that type of entity's timer finishes. Basically you would define func...
by Copern
Fri Jan 24, 2014 2:51 am
Forum: Won't implement
Topic: More entity event hooks
Replies: 5
Views: 4249

Re: More entity event hooks

This would add more modding possibilities but we need to be performance aware. Calling the lua code is quite expensive operation. And there can be many inserters in a big factory calling on pickup every tick. I understand, I assumed that would be an issue. The oninserterpickup was probably a bad ex...
by Copern
Tue Jan 21, 2014 10:09 pm
Forum: Won't implement
Topic: More entity event hooks
Replies: 5
Views: 4249

More entity event hooks

Looking at Lua/Events in the wiki I notice there only seems to be events for the player or game with the exception of "onentitydied". Something I'd like see is events along the lines of... ontimerstarted (smelters/assemblers/miners) contains Entity ontimerfinished (smelters/assemblers/mine...

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