Search found 226 matches

by ThaPear
Wed Jul 01, 2015 12:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226366

Re: [MOD 0.11.x] Autofill

Method A: I don't think it's possible to not place an item instantly. We could however re-purpose 'mining' the turret to build it: 1: Have the user place a 'dummy' turret entity (does nothing, just same size) where they want the turret to be. 2: Have the user mine (remove) it. This should trigger a...
by ThaPear
Mon Jun 29, 2015 7:51 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67621

Re: [0.11.22] Automated Red Alert harvesters 0.1.0

I've greatly improved performance. I've reduced CPU usage by 60-70%.
I've also fixed the issue with dytech gems.

I'd love to hear any new errors you guys have :D

Updated to 0.1.0
by ThaPear
Mon Jun 29, 2015 2:12 pm
Forum: Modding help
Topic: Trying to add lights to poles, is it possible?
Replies: 17
Views: 6328

Re: Trying to add lights to poles, is it possible?

Since you are using find entities fileterd it will remove some light - no guarantees that it's the proper one. I think you'd need to keep a table of pole-light mapping and store entities in it to make sure pairs are always correct. I'm not 100% sure if game will allow table to be created that has e...
by ThaPear
Mon Jun 29, 2015 8:24 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 64953

Re: [WIP] Alien walls [0.1.4]

I've cut out some of the redundant coding, and I can get my entities max HP to read from my variable file, but I can't seem to get my control file to write to variable file to change the max HP. Or is the game unable to change max hp after the entity file has been loaded? You cannot alter entity pr...
by ThaPear
Sat Jun 27, 2015 10:29 am
Forum: Modding help
Topic: Optimizing ore searching
Replies: 5
Views: 2063

Optimizing ore searching

I'm looking to find all ores within a certain radius, but I need to do it quickly, as it's done quite often. The code I'm currently using to find ores in a specific radius around a specific position is this: local results = game.findentitiesfiltered{type = "resource", area = GetBoundingBox...
by ThaPear
Sat Jun 27, 2015 7:35 am
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67621

Re: [0.11.22] Automated Red Alert harvesters 0.0.8

Error when trying to mine crystal ore from Dytech Could you tell me what the error said and what line it indicated? Thanks! I'm currently Ill so I'll take a look at it when I'm better. I'm also planning an optimisation pass since the current performance is horrid. EDIT: I think I've found the error...
by ThaPear
Thu Jun 25, 2015 2:18 pm
Forum: Modding help
Topic: Trying to add lights to poles, is it possible?
Replies: 17
Views: 6328

Re: Trying to add lights to poles, is it possible?

You need to add:

Code: Select all

require "defines"
To the top of the file.
by ThaPear
Tue Jun 23, 2015 9:30 am
Forum: Modding help
Topic: Trying to add lights to poles, is it possible?
Replies: 17
Views: 6328

Re: Trying to add lights to poles, is it possible?

Entity prototypes are quite rigid, certain types of prototypes accept only certain parameters. Only the light, player, car and train entities can emit light continuously. I'm afraid you'll have to spawn a separate light entity at each pole. This can be easily done using control.lua: -- Make sure our...
by ThaPear
Tue Jun 23, 2015 8:25 am
Forum: Modding help
Topic: Help with Table
Replies: 2
Views: 1120

Re: Help with Table

This might work: game.onevent(defines.events.onsectorscanned, function(event) if event.radar.name == "templev2" then -- Loop though the temples. for i, temple in pairs(glob.temples) do -- Is the event's radar this temple? if temple.equals(event.radar) then -- It's the i-th temple, so multi...
by ThaPear
Sun Jun 21, 2015 1:36 pm
Forum: General discussion
Topic: A lovely autosave
Replies: 7
Views: 6285

A lovely autosave

So I just died due to a train hitting me, and this is my latest autosave :|:
Image
by ThaPear
Sat Jun 20, 2015 10:06 pm
Forum: Modding discussion
Topic: Increase Max Texture Size
Replies: 10
Views: 10235

Re: Increase Max Sprite Size

I am currently making a mod that changes the sprites. Problem is that it's using the vanilla sprites and i don't think there is a way to split up sprites. If there is then please tell :) I do not understand, how do you make higher quality sprites from the original sprites? You can use any image edi...
by ThaPear
Sat Jun 20, 2015 4:49 am
Forum: Modding discussion
Topic: Increase Max Texture Size
Replies: 10
Views: 10235

Re: Increase Max Sprite Size

You can split spritesheets into separate images. This means that since there's currently 4x8 frames and 4 sheets, you could double the resolution and make the sheets 3x4 with 11 sheets.
Now 11 sheets isn't very practical, but at least it's possible.
by ThaPear
Fri Jun 19, 2015 8:36 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67621

Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Airat9000 wrote:
ThaPear wrote:Updated to 0.0.8

It should be fixed now. Let me know if the issue persists.
in this version starts to produce the machine, the game starts to hang, but it works brakes
I do not understand, could you rephrase that?
by ThaPear
Fri Jun 19, 2015 6:21 pm
Forum: Modding help
Topic: Change entity's max health
Replies: 6
Views: 3121

Re: Change entity's max health

For my mod, Alien Walls, it's currently set up that research will increase health regeneration rate, but I would like for the research to increase max health as well Then the only way is to replace all the wall sections/gates. You could do something like this: wallNames = {"hybrid-wall-level1&...
by ThaPear
Fri Jun 19, 2015 5:56 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67621

Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Updated to 0.0.8

It should be fixed now. Let me know if the issue persists.
by ThaPear
Fri Jun 19, 2015 9:37 am
Forum: Modding help
Topic: keeping track of time
Replies: 18
Views: 6644

Re: keeping track of time

There is a global counter game.tick, divide by 60 and voila, you have the current game time.
by ThaPear
Thu Jun 18, 2015 10:59 pm
Forum: Modding help
Topic: Change entity's max health
Replies: 6
Views: 3121

Re: Change entity's max health

Changing an entity's max health can only be done in files executed through data.lua, data-updates.lua or data-final-fixes.lua.
The only other way is replacing every entity on the map with a different version which has higher max health.
by ThaPear
Thu Jun 18, 2015 11:34 am
Forum: Implemented Suggestions
Topic: Science Pack 3 research prerequisites
Replies: 2
Views: 1460

Re: Science Pack 3 research prerequisites

I've made a mod that does what you suggest, check it out.
by ThaPear
Thu Jun 18, 2015 11:33 am
Forum: Mods
Topic: [0.11.x]Science pack prerequisites 0.0.1
Replies: 5
Views: 7966

[0.11.x]Science pack prerequisites 0.0.1

As requested in this thread Science pack prerequisites This mod fixed the prerequisites in the science tree. Any research that needs science pack 3 is guaranteed to have battery and advanced-electronics as its prerequisite. Any research that needs the alien science pack is guaranteed to have alien-...
by ThaPear
Tue Jun 16, 2015 9:12 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67621

Re: [0.11.22] Automated Red Alert harvesters 0.0.7

Thanks for the help guys, the errors should be fixed. I'm relying on you to test it here as I won't be at my home computer for a while.

Updated to 0.0.7

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