Search found 55 matches

by Finndibaenn
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...
by Finndibaenn
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 ...
by Finndibaenn
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...
by Finndibaenn
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 ...
by Finndibaenn
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
by Finndibaenn
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
by Finndibaenn
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...
by Finndibaenn
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...
by Finndibaenn
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...
by Finndibaenn
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....
by Finndibaenn
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 ...
by Finndibaenn
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
by Finndibaenn
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,...
by Finndibaenn
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 ...
by Finndibaenn
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
by Finndibaenn
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...
by Finndibaenn
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 +...
by Finndibaenn
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...
by Finndibaenn
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...
by Finndibaenn
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 ...

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