Search found 841 matches

by Supercheese
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?

Natha wrote:
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.
That also doesnt work for mining drills.
Wellp, there goes that idea.
by Supercheese
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.
by Supercheese
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

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.
So now even the water tiles are getting backer names? ;)
by Supercheese
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...

PanTobi wrote:but ok.. here is "obiecany" pixel art ^-^
i dont finish this yet because... i can't... i have ONLY ONE COLOR !...
This mod has colorized concrete which sounds like what you're wanting. ;)
by Supercheese
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.
by Supercheese
Tue Feb 02, 2016 10:17 pm
Forum: Modding help
Topic: Changing Speed Based Conditionally
Replies: 8
Views: 19558

Re: Changing Speed Based Conditionally

kiba wrote:As long as players can do all the things in a car, I won't care too much.
I don't think players can use the right mouse button to remove structures while in a vehicle.
by Supercheese
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

devilwarriors wrote:So they won't spawn if you pave the base with concrete?
Tunnelers are blocked by concrete, yes.
by Supercheese
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.
by Supercheese
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. :)
by Supercheese
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

DaveMcW wrote:Modding factorio is all about the hacks. :D
Ain't that the truth! :mrgreen:
by Supercheese
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...
by Supercheese
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

Ghoulish wrote:The mod above seems quite neat, is it OK to load it up on an already running factory?
It should be just fine; that's how I tested it. :)
by Supercheese
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...
by Supercheese
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

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
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.
by Supercheese
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...
by Supercheese
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...
by Supercheese
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!
by Supercheese
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"},...
by Supercheese
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

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).
Spam Orbital Ion Cannons? :D

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