Search found 10 matches
- 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...
- 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.
- 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
Ahh ok, I don't recall seeing a passenger property mentioned in the wiki. Seems some things are still missing in it.rk84 wrote:Code: Select all
vehicle.passenger = nil
- 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.
- 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...
- 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...
- 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
Great to hear, thanks Kov!kovarex wrote:So ... this functionality has been delayed, but it is prepared for 0.9 already.
- 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...
- 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...
- 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...