Search found 76 matches

by Simcra
Mon Jun 06, 2016 4:59 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.2

Also, if you have ideas that relate to the remote interfaces please let me know. I'm very interested in providing inter-mod communication, I just have no idea where to start or what would be useful, obviously I don't want to provide access to the raw pair-data and all remote interface calls should ...
by Simcra
Mon Jun 06, 2016 1:37 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.2

No, error does not happen in new version, though I don't see what you did to fix it :P
Well I accidentaly cut a line of code out in one of the changes, so I put it back. I make silly mistakes like this all the time, it's really frustrating.

EDIT: note that I've restructured most of the code so ...
by Simcra
Sun Jun 05, 2016 2:19 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.2

flabort wrote:Your most recent "release" on Github has a bug. This is 0.0.2, which I downloaded to try to get a handle for your code to get started on the above.
...
Just finished restructuring and fixing minor bugs, have reuploaded 0.0.2 release. Tell me if the error still occurs.
by Simcra
Wed Jun 01, 2016 3:39 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.2

I was just thinking today that it would be cool to have a mod that had this mod as a prerequisite.

I've been watching Avaak's Let's Play of Rimworld Alpha 13, and in that game there are mountains/cliffs/stuff you can dig through like your underground surface, except on the "surface" surface.

So ...
by Simcra
Sat May 28, 2016 5:18 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

Why not code the access shafts/ladders as Car-type entities and make use of the on_player_driving_changed_state event, rather than using the on_tick event?
following up on this: turning access shafts into car entities is incredibly hacky and I'm not sure if it's possible to do this the way that I ...
by Simcra
Fri May 27, 2016 3:27 pm
Forum: Modding discussion
Topic: Mod changes in 0.13
Replies: 79
Views: 40522

Re: Mod changes in 0.13

binbinhfr wrote:oh yes you can.
see this mod :
viewtopic.php?f=97&t=19178
TL;DR: It's not possible to specify terrain segmentation none, therefore you cannot create empty surfaces.
by Simcra
Fri May 27, 2016 11:40 am
Forum: Modding discussion
Topic: Mod changes in 0.13
Replies: 79
Views: 40522

Re: Mod changes in 0.13

- Added LuaGame::delete_surface. Deletes the surface passed in if the surface is deletable.
- Added LuaSurface::deconstruct_area() - deconstructs an area as if the player did it.
- Added LuaSurface::cancel_deconstruct_area() - cancels deconstruction over an area as if the player did it.
- Added ...
by Simcra
Fri May 27, 2016 10:47 am
Forum: Modding interface requests
Topic: on_collision event
Replies: 0
Views: 868

on_collision event

For my mod I'm currently using on tick to determine whether a player is within range of an entity for teleportation, it would be much less of a waste of resources to have an event that triggers whenever two entities collide with each other. Obviously it would need to parse both of these entities as ...
by Simcra
Fri May 27, 2016 4:40 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

Why not code the access shafts/ladders as Car-type entities and make use of the on_player_driving_changed_state event, rather than using the on_tick event?

haha, I think I know why he did it that way !

anyway, @simra, you might want to try to use simple_entity as an entity type for the ...
by Simcra
Thu May 19, 2016 1:21 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

Why not code the access shafts/ladders as Car-type entities and make use of the on_player_driving_changed_state event, rather than using the on_tick event?
That's actually a really good idea, I'll add that to my todo list for 0.0.2.
EDIT: Except for one thing, electricity. Although I guess i could ...
by Simcra
Wed May 18, 2016 3:49 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

So any plans to add flying or burrowing enemies that can travel between surfaces? Or even just enemies which spawn in each surface?

Edit: Also, compatibility. If I want something to be able to spawn in the sky (like... mana nodes from Wizartorio), or if I wanted to be able to find an ore ...
by Simcra
Wed May 18, 2016 2:58 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

Maybe I wasn't waiting long enough.

Here's an album of un-edited screenshots showcasing everything this mod has to offer (so far) .
Starting with recipes for the shafts up and down (might want to crop those), then showing that there are no recipes for the chests yet?

Then a fresh sky-block, no ...
by Simcra
Wed May 18, 2016 2:52 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

Maybe I wasn't waiting long enough.

Here's an album of un-edited screenshots showcasing everything this mod has to offer (so far) .
Starting with recipes for the shafts up and down (might want to crop those), then showing that there are no recipes for the chests yet?

Then a fresh sky-block, no ...
by Simcra
Wed May 18, 2016 2:24 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

Bug (?) report while gathering screenshots. Or issue report, whatever.
If you go to the sky without some way to build a platform, you're stuck. You need to move away from the shaft and back to it before it will let you move.

Haven't tried going underground yet, still getting screenshots. Will ...
by Simcra
Wed May 18, 2016 2:19 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

Bug (?) report while gathering screenshots. Or issue report, whatever.
If you go to the sky without some way to build a platform, you're stuck. You need to move away from the shaft and back to it before it will let you move.

Haven't tried going underground yet, still getting screenshots. Will ...
by Simcra
Wed May 18, 2016 1:06 pm
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

Re: [MOD 0.12.33+] Surfaces 0.0.1

flabort wrote:Ill grab you some. Not right away, you may need to crop or edit them too, but Ill get them soonish for you.
Thanks :D
by Simcra
Wed May 18, 2016 9:04 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 41484

[MOD 0.13.15+] Surfaces 0.0.7

Type: Mod
Name: Surfaces
Description: Reach up to the skies or dig deep below, expand your base vertically... If you're into that kind of thing.
License: CC BY-NC-SA 4.0 ( https://creativecommons.org/licenses/by-nc-sa/4.0/ )
Latest-Version: 0.0.7
Latest-Release: 2016-08-09
Tested-With-Factorio ...
by Simcra
Fri May 13, 2016 4:52 am
Forum: Mods
Topic: [MOD 0.12] vzySolarTrains - 0.1.1
Replies: 2
Views: 6613

Re: [MOD 0.12] vzySolarTrains - 0.1.1

would be great if there were compressed versions of your solar trains as well. Perhaps I'm missing something.
by Simcra
Wed May 11, 2016 11:21 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2197493

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Yeah, we're still looking into it. One of our players is still desyncing so I'm thinking it's something else I just really have no clue what, we've tried removing all mods and it seems to just sorta happen for no reason?

Have you tried the peer-to-peer connection?

@OvermindDL1
That one is ...
by Simcra
Wed May 11, 2016 11:16 am
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 19400

Re: [Mod 0.12.29] Space Factorio 0.2.4

Kelmoir wrote:Sorry for the long absence, but as I said, lots of stuff to do.

Fixed the bug, thanks Simcra.
And usually I do check, if a player is connected. In this case it wasn't even there to begin with.
No problems mate. Glad I could help. :)

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