Search found 76 matches
- 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 ...
- 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 ...
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 ...
- 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
Just finished restructuring and fixing minor bugs, have reuploaded 0.0.2 release. Tell me if the error still occurs.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.
...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
TL;DR: It's not possible to specify terrain segmentation none, therefore you cannot create empty surfaces.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
Thanksflabort wrote:Ill grab you some. Not right away, you may need to crop or edit them too, but Ill get them soonish for you.
- 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 ...
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 ...
- 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.
- 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 ...
Have you tried the peer-to-peer connection?
@OvermindDL1
That one is ...
- 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
No problems mate. Glad I could help.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.