Search found 841 matches

by Supercheese
Wed Jan 27, 2016 2:16 am
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 113416

Re: The Ctrl+V Game

Code: Select all

#post-top-left, #post-bottom-right
It's from some CSS I was wrangling.
by Supercheese
Tue Jan 26, 2016 10:32 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 319328

Re: [MOD 0.12.21] Orbital Ion Cannon

Yep, true enough, the other mod creates a force in init, and the fix is as you describe. Thanks for the bug report.
by Supercheese
Tue Jan 26, 2016 8:19 am
Forum: Ideas and Suggestions
Topic: cable controlled conveyor belts
Replies: 4
Views: 13635

Re: cable controlled conveyor belts

I believe the Logic Belts mod does this (and more).
by Supercheese
Tue Jan 26, 2016 8:18 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22]Custom player-entity item interactions inconsistent
Replies: 1
Views: 4174

[0.12.22]Custom player-entity item interactions inconsistent

Creating a custom entity in a mod and changing a player to control that entity works great, and you can customize almost everything you want (e.g. YARM & Fat Controller remote viewing). However, one behavior strikes me as very inconsistent: even if you set the build_distance, drop_item_distance,...
by Supercheese
Tue Jan 26, 2016 7:55 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22] on_picked_up_item event not firing on belted items
Replies: 1
Views: 3401

[0.12.22] on_picked_up_item event not firing on belted items

When I was testing earlier, I observed that the on_picked_up_item event did not trigger when picking up items that were on belts. I voiced my surprise on IRC and Rseding91 was able to reproduce the issue. As an example, the code: script.on_event(defines.events.on_picked_up_item, function(event) loca...
by Supercheese
Mon Jan 25, 2016 11:15 pm
Forum: Gameplay Help
Topic: Getting biters to attack
Replies: 5
Views: 13674

Re: Getting biters to attack

If you install the Natural Evolution Expansion mod, every time you place a rocket silo, it will trigger all nearby biters to simultaneously attack your base. Be prepared for the swarm! Additionally, it will increase the default aggressiveness of biters. Furthermore, the Natural Evolution Buildings m...
by Supercheese
Mon Jan 25, 2016 11:08 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124405

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

StanFear wrote:... I would also need to prevent a rocket to get launched, prevent the ion cannon to fire underground, etc.
I would be more than happy to work with you if/when you decide what should be done about ion cannon/subsurface interactions. :)
by Supercheese
Sat Jan 23, 2016 11:47 pm
Forum: Multiplayer
Topic: [US|Vanilla|0.12.22] MP Server: 52.70.243.186 (Temp.Offline)
Replies: 5
Views: 15069

Re: [US|Vanilla|0.12.22] MP Server: 52.70.243.186

tetryon wrote:Server is based in Northern Virginia.
I hope you're staying warm in the big storm, and I hope you don't lose power! Definitely a time to stay indoors and play some Factorio. :)

(Presuming you are also located in Virginia, that is.)
by Supercheese
Tue Jan 19, 2016 6:19 am
Forum: Mods
Topic: [MOD 0.12.20] Wrench
Replies: 5
Views: 17920

Re: [MOD 0.12.20] Wrench

So, is this mod any different from the similarly-named WrenchFu? It looks to me like more than just the names are similar, they both do nearly the same thing.
by Supercheese
Mon Jan 18, 2016 10:22 pm
Forum: Bob's mods
Topic: [MOD 0.12.18] OverBobs - Bob's mods add-on mod
Replies: 8
Views: 19435

Re: OverBobs - Bob's mods add-on mod

The item collection feature is great, it definitely beats the other item-collector mods in terms of performance, since this mod doesn't rely on the "on_tick" method. :) However, in your control.lua I noticed: script.on_event(defines.events.on_sector_scanned, function(event) if true or even...
by Supercheese
Mon Jan 18, 2016 9:12 pm
Forum: Modding help
Topic: Any way to control speed of logistic robots?
Replies: 3
Views: 7335

Re: Any way to control speed of logistic robots?

Natha wrote:
Supercheese wrote:It's under Force, not Entity (due to research affecting robot speed): https://forums.factorio.com/wiki/inde ... d_modifier
AFAIK this modifier is to control speed of all robots. I meant for an unique robot.
Ah, then I do not know.
by Supercheese
Sun Jan 17, 2016 10:41 pm
Forum: Mods
Topic: [MOD 0.12.20] Concrete Lamppost
Replies: 37
Views: 48924

Re: [MOD 0.12.20] Concrete Lamppost

Koub wrote:I was wondering ...

Why not a multiple lamp post ?
That could work too.
by Supercheese
Sun Jan 17, 2016 10:19 pm
Forum: Mods
Topic: [MOD 0.12.20] Concrete Lamppost
Replies: 37
Views: 48924

Re: [MOD 0.12.20] Concrete Lamppost

You could just make 4 different lamppost entities, one for each rotation... not optimal, I know, but it's something.
by Supercheese
Sun Jan 17, 2016 10:17 pm
Forum: Modding help
Topic: Any way to control speed of logistic robots?
Replies: 3
Views: 7335

Re: Any way to control speed of logistic robots?

It's under Force, not Entity (due to research affecting robot speed): https://forums.factorio.com/wiki/inde ... d_modifier
by Supercheese
Thu Jan 14, 2016 6:34 am
Forum: Modding help
Topic: Draw buildings under cars and players
Replies: 14
Views: 25130

Re: Draw buildings under cars and players

Don't hardcode things like game.get_surface(1) or you guarantee your mod will break when people use multiple surfaces. Entities contain the surface they're on so you can get at the right surface with event.created_entity.surface. Thanks mate! Nice catch! I changed it to this. I'm not getting any er...
by Supercheese
Mon Jan 11, 2016 10:04 pm
Forum: Modding help
Topic: How do I make a throwable light source?
Replies: 2
Views: 6155

Re: How do I make a throwable light source?

Try making a new entity with null graphics (e.g. 1x1 transparent pixel .png) and have the glowstick create that entity. (You'll probably want to base this null entity off of a timed-life entity like an explosion or smoke or something.) In my Orbital Ion Cannon mod (see signature), I take a similar a...
by Supercheese
Sat Jan 09, 2016 5:15 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 319328

Re: [MOD 0.12.20] Orbital Ion Cannon

I am really hoping to see the update that has the forces fixed sometime soon. Well, wait no longer, but instead you can test version 1.0.6, just released. :) I tested as far as I could with a single client in a multiplayer game, changing my force around and such, and I would appreciate further test...
by Supercheese
Sat Jan 09, 2016 1:29 am
Forum: Resolved Problems and Bugs
Topic: [0.12.20] Poorly worded pause message
Replies: 3
Views: 12123

Re: [0.12.20] Poorly worded pause message

After updating to 0.12.21, it seems that the message has not been changed.

Specifically, data\core\locare\en\core.cfg still contains:

Code: Select all

game-paused=Player __1__ is having a pause.
Which is the awkwardly-phrased message in question.
by Supercheese
Fri Jan 08, 2016 11:47 pm
Forum: Mods
Topic: [MOD 0.12.x] NESTT: Build your base inside a train
Replies: 75
Views: 99607

Re: [MOD 0.12.x] NESTT: Build your base inside a train

ske wrote:Can you ride a train inside the train?
Yo, I heard you like trains, so we put a train inside your train.

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