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by Mooncat
Mon Aug 07, 2017 5:10 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 9374

Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Released v0.3.1 with a fix about mod compatibility.
Changelog
by Mooncat
Sat Aug 05, 2017 10:36 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 9374

Re: [MOD 0.15.31+] Supportive Weapons v0.3.0 - New weapons

Released v0.3.0 with some fixes and 4 new categories of weapons. - New: Added 4 new categories of weapons: Sweeper robot Black hole Emergyency recall matrix Bounty weapons Added color effect for chemical plants with the following recipes: Sticky glue ball Mixed glue ball Raw Triton energy Triton ene...
by Mooncat
Sat Aug 05, 2017 6:47 pm
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 10071

Re: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges

Optera wrote:Would you be willing to revive this mod?
With the recent changes to hazard concrete it no longer makes proper diagonal patters.
OK. I will make a new mod called Hazard Concrete Edges.
But I will need some time to make the new set of images to match the updated hazard concrete in 0.15.
by Mooncat
Sat Aug 05, 2017 12:11 am
Forum: News
Topic: Friday Facts #202 - High res circuit connectors
Replies: 35
Views: 13588

Re: Friday Facts #202 - High res circuit connectors

hm... only one led on roboport.

How about make it 2 by adding on/off control for roboport? :P
by Mooncat
Thu Aug 03, 2017 1:52 am
Forum: Releases
Topic: Version 0.15.32
Replies: 5
Views: 12560

Re: Version 0.15.32

Oops, I forgot again that entity being invalid once it is destroyed.
Now I understand that the event IDs are here to overcome the increased difficulty for using remote.call since 0.15.27. It sounds fair. Thanks! :D
by Mooncat
Wed Aug 02, 2017 1:25 pm
Forum: Releases
Topic: Version 0.15.32
Replies: 5
Views: 12560

Re: Version 0.15.32

Added script_raised_destroy reserved event ID. Added script_raised_built reserved event ID. Added script_raised_revive reserved event ID. Ah, so these are the reserved event IDs... I'm not sure about the usability now, after reading the document. The problem is that they don't have fixed parameters...
by Mooncat
Wed Aug 02, 2017 1:49 am
Forum: General discussion
Topic: We need mechs
Replies: 8
Views: 2406

Re: We need mechs

Spidertron, with weapons!

i.e. Something like tanks, but with normal movement control - it won't crash on other things!
by Mooncat
Tue Aug 01, 2017 8:01 am
Forum: Modding discussion
Topic: Possible to make some .14 mods work in .15? If so, how?
Replies: 14
Views: 3093

Re: Possible to make some .14 mods work in .15? If so, how?

Most popular mods already updated on mods portal. You just only need to download them via ingame modmanager. If some mods are broken - try to request update on mod portal or on mod's forum thread. The best way is send pm to autor. The mod portal and forum thread have not notification. Actually, for...
by Mooncat
Tue Aug 01, 2017 7:54 am
Forum: Modding help
Topic: [Solved] Attempt to index global 'game' (a nil value)
Replies: 3
Views: 1972

Re: Attempt to index global 'game' (a nil value)

Change script.on_init(build_orderer()) script.on_configuration_changed(build_orderer()) to script.on_init(build_orderer) script.on_configuration_changed(build_orderer) ( Remove the pair of () ) Without (), you are registering the delegate of build_orderer as the event handler, which is the intended ...
by Mooncat
Tue Aug 01, 2017 7:44 am
Forum: Ideas and Requests For Mods
Topic: [Request] Show Resistances
Replies: 17
Views: 3716

Re: [Request] Show Resistances

My pleasure. ;)
by Mooncat
Mon Jul 31, 2017 2:05 am
Forum: Implemented mod requests
Topic: Additional force for prototype action: "non-ally"
Replies: 2
Views: 603

Re: Additional force for prototype action: "non-ally"

Jap2.0 wrote:Can you cause actions to affect only things on neutral forces? If so, you could just do identical actions to enemy and neutral forces at the same time.
Yes, adding the "neutral" option can help.
by Mooncat
Sun Jul 30, 2017 8:25 am
Forum: Modding discussion
Topic: So I have written myself a license
Replies: 10
Views: 2688

Re: So I have written myself a license

Yes, a license created by the dev team will work!
by Mooncat
Sat Jul 29, 2017 10:45 pm
Forum: Modding discussion
Topic: So I have written myself a license
Replies: 10
Views: 2688

Re: So I have written myself a license

I like the license and I may use it. However, please provide a short summary for dummies at the beginning. Also, could it get a more professional name? The summery is in the first post. It won't be in the license because that will introduce multiple statements for the same rule, which may cause con...
by Mooncat
Sat Jul 29, 2017 8:26 pm
Forum: Implemented mod requests
Topic: Additional force for prototype action: "non-ally"
Replies: 2
Views: 603

Additional force for prototype action: "non-ally"

Request: An additional option for triggering actions on both neutral and enemy forces. We know that there are "ally" and "enemy" for prototype actions (e.g. land-mine has "enemy"). But I think land mines should also damage the neutral forces too, e.g. trees. So, we need...
by Mooncat
Thu Jul 27, 2017 9:42 am
Forum: Won't implement
Topic: game.surfaces[1].always_day from bool to real number
Replies: 9
Views: 1571

Re: game.surfaces[1].always_day from bool to real number

hm... but according to its description, it sounds like it is just a function converting daytime to darkness, something like return surface.daytime * DaytimeToDarknessConstant; And complete code is just if not (surface.alwaysday) then return surface.daytime * DaytimeToDarknessConstant else return 1 ...
by Mooncat
Wed Jul 26, 2017 7:11 am
Forum: Modding help
Topic: [Solved] Odd return from item.subgroup
Replies: 4
Views: 1064

Re: Odd return from item.subgroup

In addition to DaveMcW's answer:
Because you are working with control.lua, you should check http://lua-api.factorio.com/.
While item.subgroup is a string (name of the subgroup) in data phase, it is actually a LuaGroup in control.lua.
See LuaItemPrototype::subgroup
by Mooncat
Wed Jul 26, 2017 6:19 am
Forum: Won't implement
Topic: game.surfaces[1].always_day from bool to real number
Replies: 9
Views: 1571

Re: game.surfaces[1].always_day from bool to real number

So you are talking about brightness, which should be a new property rather than changing the ones that are related to daytime. Moweather introduces cloudy day that makes the surface to be darker. It is done by changing daytime. For now, you can use the same trick too as this is the only thing that ...
by Mooncat
Wed Jul 26, 2017 2:25 am
Forum: General discussion
Topic: I7-2600k vs i7-7700k single core performance
Replies: 24
Views: 7254

Re: I7-2600k vs i7-7700k single core performance

[shitpost] Try inserting some speed modules to the computer? [/shitpost]
by Mooncat
Wed Jul 26, 2017 2:16 am
Forum: Won't implement
Topic: game.surfaces[1].always_day from bool to real number
Replies: 9
Views: 1571

Re: game.surfaces[1].always_day from bool to real number

So you are talking about brightness, which should be a new property rather than changing the ones that are related to daytime. Moweather introduces cloudy day that makes the surface to be darker. It is done by changing daytime. For now, you can use the same trick too as this is the only thing that a...
by Mooncat
Tue Jul 25, 2017 3:51 am
Forum: Mod portal Discussion
Topic: My wishes for Mod Portal 2.0
Replies: 28
Views: 8443

My wishes for Mod Portal 2.0

I hope it is not too late. "My mods" - a quick way to see all of the mods made by me Notifications for new messages - not just email notification, but also "!" signs on the "My mods" button and the mods. "My posts" - something like "View your posts" ...

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