Search found 55 matches
- Sun May 01, 2016 6:28 pm
- Forum: Mods
- Topic: [MOD 0.12.32] Prospect
- Replies: 14
- Views: 7145
Re: [MOD 0.12.32] Prospect
I dont 100% understand what the mod does... Does it list all ores that are visible in the map? Or does it find specific ores that a player is looking for outside map visibility? or is it like YARM where you just mark an ore deposit? The mod is currently a "technical preview" : it allows y...
- Sun May 01, 2016 6:25 pm
- Forum: Mods
- Topic: [MOD 0.12.32] Prospect
- Replies: 14
- Views: 7145
Re: [MOD 0.12.32] Prospect
This looks interesting. And I do need to find rutile now ;) I'd need to play around to see how it interacts with RSO - but if you are triggering chunks and that triggers normal chunk generation event it should work as intended. Do I understand correctly that those chunks remain unrevealed? I think ...
- Sun May 01, 2016 6:20 pm
- Forum: Mods
- Topic: [MOD 0.12.32] Prospect
- Replies: 14
- Views: 7145
Re: [MOD 0.12.32] Prospect
Great idea! EDIT: what about a possibility to reveal the resource at a cost. Kind of like lifting the fog of war, where the resource is :) When the prospection is complete, you get a bearing (N, S, SE, etc) and a distance for any found deposit . (note: the prospection stops when the first deposit i...
- Sun May 01, 2016 4:35 pm
- Forum: Mods
- Topic: [MOD 0.12.32] Prospect
- Replies: 14
- Views: 7145
[MOD 0.12.32] Prospect
Hi, after having enjoyed some of the wonderful mods that i found here (Bob's, Dytech's, Treefarm, RSO, FARL, ResourceMonitor to only name a few), i've tried to make one too, starting from my experience in my recent game with RSO and Bob. I found that ores were too abundant and too close (no need to ...
- Sun May 01, 2016 3:46 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Re: Prospect Mod
After noticing the introduciton of new apis in the Modding API allowing to trigger generation of new chunks of the map, I brought this back from afterlife.
It now allows starting prospection asynchronously and will trigger map generation if required. It won't trigger charting
It now allows starting prospection asynchronously and will trigger map generation if required. It won't trigger charting
- Sat Apr 30, 2016 9:18 am
- Forum: Modding discussion
- Topic: request_to_generate_chunks
- Replies: 3
- Views: 1466
Re: request_to_generate_chunks
I seem to have finally figured it out.
If anyone is interested, position is tilebased (eg player.position()), but radius is chunk based , eg 2 will request 2 blocks (each 32 tiles wide) aroud that position
If anyone is interested, position is tilebased (eg player.position()), but radius is chunk based , eg 2 will request 2 blocks (each 32 tiles wide) aroud that position
- Fri Apr 29, 2016 9:43 pm
- Forum: Modding discussion
- Topic: request_to_generate_chunks
- Replies: 3
- Views: 1466
request_to_generate_chunks
Hi I'm trying to use this api (introduced in 0.12), but i'm not sure what parameters to provide . According to http://lua-api.factorio.com/0.12.31/LuaSurface.html#request_to_generate_chunks it expects Parameters position :: Position: Where to generate the new chunks. radius :: uint: Radius from posi...
- Tue May 26, 2015 5:33 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Re: Prospect Mod
Hi as I said in the OP The mod currently works, eg, allows to track deposits (survey happens in a square area of a maximum size = 20 000, this is configurable in config.lua), but all resource costs are still placeholders, as are graphics (taken from recycling mod). Also, contrary to what I originall...
- Wed May 20, 2015 6:27 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Re: Prospect Mod
From tests I've done on a long running game, the previously depleted deposts were not reported by game#findentitiesfiltered, so that should be ok. And i guess i'm not familar enough with the way RSO works to understand what you mean by "not seeing already generated resources". However if P...
- Wed May 20, 2015 12:27 am
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Re: Prospect Mod
well, being able to spot deposits in black areas (not explored) is the whole point of that mod, and yes, it seems to be working edit : it was too late to test this yesterday but i just did, and i'm now pretty sure it doesn't work :\ I created a new game, didn't move ans prospected for every mineral....
- Tue May 19, 2015 5:59 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Re: Prospect Mod
Hi, To be honest I'm not sure what that means, probably because i'm not familiar with FActorio's plugin model. The way the plugin looks for deposits is using the API game#findentitiesfiltered, here https://github.com/thibaut-fagart/factorio-prospect/blob/master/control.lua#L70 IT seems to work with ...
- Tue May 19, 2015 6:16 am
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Re: Prospect Mod
support for Dytech added, see first post for download link
- Sat May 16, 2015 7:30 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Re: Prospect Mod
Really nice idea.. Cool at least one person is intrigued :) so... But it looks like I found a bug. If I use one map (e.g. Quartz) and close the GUI, it won't open up if I use another map of the same type. But it does if I use a new type (e.g. Iron). well that was quick ! The way it works right now,...
- Sat May 16, 2015 6:27 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17435
Prospect Mod
Hi, after having enjoyed some of the wonderful mods that i found here (Bob's, Dytech's, Treefarm, RSO, FARL, ResourceMonitor to only name a few), i've tried to make one too, starting from my experience in my recent game with RSO and Bob. I found that ores were too abundant and too close (no need to ...
- Thu May 14, 2015 7:28 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 287296
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
Indeed you're right I should have thought about it myself
Thanks
Thanks
- Thu May 14, 2015 12:14 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 287296
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
I 've been using MK2 tree farms, it seems to do the job for me. As far as I can see treefarm is very cpu consuming so its a costly but useful solution potentially. Wood nets more wooden boards per raw wood (4 not 2 like for heavy oil since there is an intermediate step) - heavy oil is handicapped o...
- Wed May 13, 2015 11:55 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190376
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
a better version , it widens the search progressively /c local found = false local searched = "rutile-ore" for radius = 100, 10000, 100 do for _, entity in ipairs(game.findentitiesfiltered{area = {{game.player.position.x - radius, game.player.position.y - radius}, {game.player.position.x +...
- Wed May 13, 2015 8:05 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190376
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I actually would be happy with more reasons to expand :) I have "finished" the game (eg, all research done, god V modules over abundant ...) but didn't have to expand that much in the end, (maybe 30s train distance for furthest mine) and only had to mine 2 different iron and copper deposit...
- Wed May 13, 2015 6:22 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190376
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
well ... i got down to it and was able to do this /c for _, entity in ipairs(game.findentitiesfiltered{area = {{game.player.position.x - 10000, game.player.position.y - 10000}, {game.player.position.x + 10000,game.player.position.y + 10000}}}) do if entity.name and 'rutile-ore' == entity.name then g...
- Wed May 13, 2015 4:38 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190376
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I actually didn't find any cobalt but as there is an alternate recipe for it it wasn't such an issue :) And the 3K rutile i was able to find was indeed in the middle of a tungsten patch. The issue may also be that i'm not sure what rutile looks like on the overhead map and there may be some lost in ...