Search found 435 matches

by Rahjital
Fri Aug 28, 2015 4:18 pm
Forum: Mods
Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Replies: 29
Views: 55339

Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!

Then I can just skip the step and have it made directly from oil ;)
by Rahjital
Sun Aug 23, 2015 8:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Replies: 29
Views: 55339

Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!

I want to keep the mod as vanilla-compatible as possible, so I don't think adding new resources will happen. Asphalt will most likely be made out of heavy oil, stone, and possibly sulfur. Making it generate pollution is a very interesting idea, though, I'll have to look at it further to see if it's ...
by Rahjital
Wed Aug 19, 2015 10:00 pm
Forum: Ideas and Suggestions
Topic: Weaker signal lights
Replies: 6
Views: 2715

Re: Weaker signal lights

This is a good idea. Instead of a full blown lamp, it should be about the size and brightness of the current rail signals.
by Rahjital
Mon Aug 17, 2015 10:44 pm
Forum: Balancing
Topic: Piercing rounds recipe should include regular rounds
Replies: 21
Views: 15558

Re: Piercing rounds recipe should include regular rounds

...What I agree with OP on is that piercing rounds recipe is too simple. It's an advanced product that needs research to be made, and yet all you need to make it is a single assembler next to the main bus. If piercing rounds require basic rounds, their recipe is suddenly two-step. Basic rounds are ...
by Rahjital
Mon Aug 17, 2015 10:13 pm
Forum: Implemented mod requests
Topic: Extended flying text entity.
Replies: 7
Views: 9571

Re: Extended flying text entity.

That's a technicality. You can put in the signed 32-bit integer limit and have the text stay for almost ten thousand hours, which is more than a year of playing the game day and night. Yes, it is inelegant, but you don't have the source code of the game to care too much about that, this was just a w...
by Rahjital
Mon Aug 17, 2015 7:47 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Automated fishing mod?
Replies: 4
Views: 7080

Re: [Idea] Automated fishing mod?

The Homeworld mod is a bit of overkill if all you want is automated fishing, though.
by Rahjital
Sun Aug 16, 2015 11:03 pm
Forum: General discussion
Topic: Mods: why change
Replies: 7
Views: 13374

Re: why change

He has a point, though, the modding forum is shattered into so many superfluous subforums.

Silver_26, you should raise the complaint to the mods. So, Ssilk really.
by Rahjital
Sun Aug 16, 2015 10:50 pm
Forum: Balancing
Topic: Piercing rounds recipe should include regular rounds
Replies: 21
Views: 15558

Re: Piercing rounds recipe should include regular rounds

There is one resource that is finite: your time. The less efficient you are in using your raw materials, the more time you'll have to spend on expanding your mining operations, and the less you will get done. Leave the resource cost for the combat rebalance of 0.13, though. What I agree with OP on i...
by Rahjital
Sun Aug 16, 2015 10:13 pm
Forum: Modding help
Topic: Is there a way to add attributes to items?
Replies: 5
Views: 3293

Re: Is there a way to add attributes to items?

bigyihsuan wrote:I just tried this, and it doesn't seem to work.
Then you've done something wrong because it worked perfectly fine for me.

You know what, here you go, I've made the mod for you:
by Rahjital
Sun Aug 16, 2015 10:00 pm
Forum: Implemented mod requests
Topic: Extended flying text entity.
Replies: 7
Views: 9571

Re: Extended flying text entity.

You can make your own flying text entity: data:extend( { { type = "flying-text", name = "flying-text", flags = {"not-on-map"}, time_to_live = 150, speed = 0.05 } } ) That's the default entity's data. Just change time_to_live to something ridiculously high and speed to 0...
by Rahjital
Sat Aug 15, 2015 1:23 pm
Forum: Modding help
Topic: Is there a way to add attributes to items?
Replies: 5
Views: 3293

Re: Is there a way to add attributes to items?

Or you can do this:

Code: Select all

data.raw.item["rocket-fuel"].fuel_value = "250MJ"
More elegant and doesn't overwrite any other properties of rocket fuel, ie it's more compatible with other mods.
by Rahjital
Thu Aug 13, 2015 11:21 pm
Forum: General discussion
Topic: The offer of cooperation to the administration
Replies: 8
Views: 10938

Re: The offer of cooperation to the administration

Airat is not a spambot, he's just not a native English speaker and sometimes it gets a bit difficult to decipher what he's trying to say.
by Rahjital
Mon Aug 03, 2015 6:46 pm
Forum: Mods
Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Replies: 29
Views: 55339

Re: [0.12.x] Roadworks 3.0 - Bridges!

Yes More floors are good like Wood and stone and something like that I'll only add something if it actually serves a purpose in the game. I plan to reintroduce asphalt roads, but other than that I'm not sure if I'll add any more floors. Right now the focus is on bridges. Yay! Awesome news. Thank yo...
by Rahjital
Sun Aug 02, 2015 4:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Replies: 29
Views: 55339

Re: [0.12.x] Roadworks 3.0

So far the only feature the mod adds is bridges, no other features from previous versions of the game are in. This will eventually change, but I wanted to release the mod sooner due to how popular bridges are. Also, interest check: Would anyone want me to reintroduce the old "limestone -> quick...
by Rahjital
Sun Aug 02, 2015 4:41 pm
Forum: Mods
Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Replies: 29
Views: 55339

[MOD 0.12.x] Roadworks 3.0 - Bridges!

http://i.imgur.com/Nzc8rdq.png?1 Name: RoadWorks Description: Expands vehicle use through additional features. Licence: LGPL Version: 3.0.0 Last Release: 2-8-2015 Tested With Factorio: 0.12.2 Dependencies: Factorio 0.12.2 Tags: Roads, Bridges, Vehicles, Enhancement Download Link: https://dl.dropbox...
by Rahjital
Sat Aug 01, 2015 4:41 pm
Forum: Balancing
Topic: [0.12.1] Basic Modular Armor should not use Processing units
Replies: 8
Views: 16019

Re: [0.12.1] Basic Modular Armor should not use Processing units

Solar panel modules should also not use processing units. They are the basic power production module and very weak, they should use green circuits at most. Needing solar panels is already enough of a requirement.
by Rahjital
Tue Jul 28, 2015 7:40 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Road layer
Replies: 7
Views: 8090

Re: [Request] Road layer

I've worked on something similar for the next iteration of Roadworks, though it's more like a standard vehicle with GUI and less automated than FARL is.
by Rahjital
Tue Jul 28, 2015 7:29 pm
Forum: Modding help
Topic: [Solved] Dummy collision mask layer?
Replies: 2
Views: 1676

Re: [Help Needed] Dummy collision mask layer?

Collision layers can't be created. You need to use a layer that will be unlikely to be at your given position, like resource-layer.

Note that changing collision mask of water can have some unforeseen consequences.
by Rahjital
Mon Jul 27, 2015 11:46 pm
Forum: General discussion
Topic: Let's discuss the new soundtrack
Replies: 18
Views: 22938

Re: Let's discuss the new soundtrack

I love the new soundtrack. The tracks are executed really well, and even if they repeat a little too often right now, they still don't get tiring to listen to in the slightest. I think the previous soundtrack fit the game better, though. It felt like you were in an unknown and hostile environment wh...
by Rahjital
Sat Jul 25, 2015 10:08 pm
Forum: Modding help
Topic: Override another mod's recipes?
Replies: 1
Views: 1546

Re: Override another mod's recipes?

You change them the same way you change vanilla game recipes, but instead of data.lua, you do it in data-updates.lua. Data-updates is loaded after Dytech's data.lua where its recipes are defined, so you can change however you want there.

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