Wellp, there goes that idea.Natha wrote:That also doesnt work for mining drills.Supercheese wrote:It would be resource-intensive, but you could check if the crafting_progress variable has changed lately, if so then crafting has clearly happened, if it hasn't changed at all, then no crafting has happened.
Search found 841 matches
- Sat Feb 06, 2016 10:40 pm
- Forum: Modding help
- Topic: How to determine if machine is running?
- Replies: 5
- Views: 15186
Re: How to determine if machine is running?
- Sat Feb 06, 2016 10:20 am
- Forum: Modding help
- Topic: How to determine if machine is running?
- Replies: 5
- Views: 15186
Re: How to determine if machine is running?
It would be resource-intensive, but you could check if the crafting_progress variable has changed lately, if so then crafting has clearly happened, if it hasn't changed at all, then no crafting has happened.
- Sat Feb 06, 2016 6:49 am
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 107816
Re: Friday Facts #124 - Steam Status I
So now even the water tiles are getting backer names?Koub wrote:You know, something to tell every Steam user in the world that at least a few drops in the Factorio sea are from this guy, who helped make things possible.
- Fri Feb 05, 2016 1:10 am
- Forum: Fan Art
- Topic: PixelArt + PLS add more blocks...
- Replies: 5
- Views: 16847
Re: PixelArt + PLS add more blocks...
This mod has colorized concrete which sounds like what you're wanting.PanTobi wrote:but ok.. here is "obiecany" pixel art ^-^
i dont finish this yet because... i can't... i have ONLY ONE COLOR !...
- Thu Feb 04, 2016 10:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] player.real2screenposition() not working properly
- Replies: 18
- Views: 22306
Re: [0.12.22] player.real2screenposition() not working properly
I think on_entity_clicked would be enough, really, since there is even a mod whose entire purpose is to provide a workaround to the non-existence of this event.
- Tue Feb 02, 2016 10:17 pm
- Forum: Modding help
- Topic: Changing Speed Based Conditionally
- Replies: 8
- Views: 19558
Re: Changing Speed Based Conditionally
I don't think players can use the right mouse button to remove structures while in a vehicle.kiba wrote:As long as players can do all the things in a car, I won't care too much.
- Mon Feb 01, 2016 2:22 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26776
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Tunnelers are blocked by concrete, yes.devilwarriors wrote:So they won't spawn if you pave the base with concrete?
- Mon Feb 01, 2016 12:17 am
- Forum: Implemented Suggestions
- Topic: key to walk slowly
- Replies: 6
- Views: 14220
Re: Add key: press to walk
Another interim solution to this problem could be the Staff of Teleportation mod, which should let you move your character to the specific clicked location, although it won't solve you getting pushed around by belts.
- Sun Jan 31, 2016 11:48 pm
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26776
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
"That's how they getcha. They're under the goddamned ground!"
Whoo, I've been looking forward to burrowing worms for quite some time now. Time to spawn some of these suckers in.
Whoo, I've been looking forward to burrowing worms for quite some time now. Time to spawn some of these suckers in.
- Sun Jan 31, 2016 9:03 pm
- Forum: Modding help
- Topic: Stopping players from selecting research
- Replies: 7
- Views: 11893
Re: Stooping players from selecting research
Ain't that the truth!DaveMcW wrote:Modding factorio is all about the hacks.
- Sun Jan 31, 2016 8:26 am
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 62341
Re: [MOD 0.12.22] Red Alerts 1.0.0
Hey nice mod supercheese, If you wanna do some other notifications, Id be happy to supply a voice, This like "Transport belt destroyed" "Power system failure" "A furnace has been destroyed" "Our walls are falling" "Our turrets have fallen " "Th...
- Fri Jan 29, 2016 10:30 pm
- Forum: Implemented Suggestions
- Topic: Different alert sound for destroyed objects
- Replies: 10
- Views: 24477
Re: Different alert sound for destroyed objects
It should be just fine; that's how I tested it.Ghoulish wrote:The mod above seems quite neat, is it OK to load it up on an already running factory?
- Fri Jan 29, 2016 9:06 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 74371
Re: Friday Facts #123 - Better circuit network (Part 2)
Why do these new actuators/sensors need to take up any additional space at all? Can't you just make them entities with a different collision mask that can sit "on top" of the entities they connect to? Here's what I'm envisioning: Currently, we just stick a wire between a small pump and a s...
- Fri Jan 29, 2016 8:47 pm
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 62341
Re: [MOD 0.12.22] Red Alerts 1.0.1
Aaah, yes, I forgot to test when some of the alerts were disabled. Version 1.0.1 is uploaded to fix this, thanks for the report.SuicidalKid wrote:Starting up the mod after editing the config, I get a crash on startup
config and error:
http://imgur.com/zukcIqg
http://imgur.com/6lpdNjR
- Fri Jan 29, 2016 8:33 pm
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 51027
Re: About the endgame - kinda frustrating today
I always thought of my character in the game not as a crash-landed survivor, but as a early settler/terraformer working to build up some infrastructure for future colonists. Making the area safe, setting up production, etc. Just a step away from making homes, cars, and biter-skin boots. A bit off-t...
- Fri Jan 29, 2016 5:12 am
- Forum: Implemented Suggestions
- Topic: Different alert sound for destroyed objects
- Replies: 10
- Views: 24477
Re: Different alert sound for destroyed objects
Ask and ye shall receive: https://forums.factorio.com/forum/vie ... 92&t=19579
- Fri Jan 29, 2016 5:09 am
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 62341
[MOD 0.14] Red Alerts 1.1.2
Red Alerts AlertSystems.png AutomatedAlertSystems.png http://vocaroo.com/i/s00NlfZKoTVV Info: Name: Red Alerts Latest Release: v1.1.2, August 27, 2016 Factorio Version: 0.14.1 License: CC-BY Authors: Supercheese, daydev Github: https://github.com/Suprcheese/Red-Alerts Long Description: After resear...
- Thu Jan 28, 2016 7:17 am
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 48514
Re: [MOD 12.22] Filtered Deconstruction Planner 0.1.0
Niiice, I was just thinking an ability to filter like this would be great to have!
- Thu Jan 28, 2016 2:42 am
- Forum: Modding help
- Topic: Trying to change a mod tech icon to a HD version
- Replies: 9
- Views: 11282
Re: Trying to change a mod tech icon to a HD version
You need to also set the icon_size property to 128 in your technology definition. For example: data:extend({ { type = "technology", name = "alert-systems", icon = "__Red Alerts__/graphics/AlertSystems.png", icon_size = 128, prerequisites = {"circuit-network"},...
- Thu Jan 28, 2016 12:51 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426659
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5
Spam Orbital Ion Cannons?vanatteveldt wrote:In (late) mid game they are spawning so quickly that I just don't know how to kill a base except by creeping up with laser turrets (which is just lame).