Search found 253 matches

by DedlySpyder
Fri May 06, 2016 6:40 pm
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 21741

Re: [MOD 0.12.x] Avatars (0.2.3)

kiba wrote:Just tried out this mod. Quite cool.

My only complaint is being reminded of how slow the default characters are without power armor and exoskeleton.
The avatars can wear power armor. I may actually make special, avatar-only equipment in the future (0.13 should add stuff to let me handle it).
by DedlySpyder
Fri May 06, 2016 2:35 am
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 21741

Re: [MOD 0.12.x] Avatars (0.2.3)

(Ok, I swear I'm done updating at least for today)

0.2.3
  • Fixed interaction with other control changing mods like FAT Controller
by DedlySpyder
Thu May 05, 2016 10:09 pm
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 9096

Re: [Mod 0.12.x] Placement Chest (0.1.1)

Can you suggest some of the ways you forsee this being used? At the moment, it is for extremely niche needs. Nothing really in the base game besides bots, cars or trains possibly. But, I have figured out how to deploy blueprints with the chest, so when I am able to finish the next version update, t...
by DedlySpyder
Thu May 05, 2016 8:14 pm
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 9096

Re: [Mod 0.12.x] Placement Chest (0.1.1)

NoriSilverrage wrote:Does it respond to circuit conditions?
No, not at the moment.
by DedlySpyder
Thu May 05, 2016 5:32 pm
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 21741

Re: [MOD 0.12.x] Avatars (0.2.2)

Hope no one blinked too fast, two updates coming in today. Sorry to anyone stuck in an avatar, check the first post for a new command to get you unstuck. 0.2.2 Added interface support for other mods that place entities Corrected a bug with commands designed for players to call 0.2.1 Fixed Disconnect...
by DedlySpyder
Thu May 05, 2016 11:56 am
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 9096

Re: [Mod 0.12.x] Placement Chest

Ralord89 wrote:This sounds quite interesting, but could you provide some pictures/screenshots too?
I included one, but the problem is there really isn't anything to show. The chest is just a slight recolor on the steel chest.
by DedlySpyder
Thu May 05, 2016 1:53 am
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 9096

[Mod 0.12.x] Placement Chest (0.2.0)

I don't really have a desire to continue working on this mod. If someone wants it updated to 0.13 I can do that, but I don't plan to add anything else to this mod (anyone else feel free to pick it up if you want). Placement Chest Info: Adds a special chest entity to the game that will automatically ...
by DedlySpyder
Wed May 04, 2016 4:08 pm
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 21741

Re: [MOD 0.12.x] Avatars

This is extremely cool sounding! There are so many possibilities with this. :D I can imagine like creating one and leaving it at an outpost with some resources and miners and then when there is an issue at the outpost or you need to expand the mining you could hop over to the avatar there and get i...
by DedlySpyder
Wed May 04, 2016 12:34 pm
Forum: Texture Packs
Topic: [Request]Humanoid Robotics
Replies: 2
Views: 3005

[Request]Humanoid Robotics

So, there are a few parts to this request, if you want to help with any part that would be fantastic, but do not feel that I am trying to force anyone to help, I was just happy to create the code. I am fairly crap when it comes to creating art. [1] Also, in case you were curious: the mod . Robot Par...
by DedlySpyder
Wed May 04, 2016 11:29 am
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 21741

Re: [MOD 0.12.x] Avatars

Jeri.c wrote:So does this mean an avatar can craft something and then while another avatar craft another thing?
Yes, each avatar has its own crafting queue, inventory, armor, weapons, etc.
by DedlySpyder
Tue May 03, 2016 11:46 pm
Forum: Ideas and Suggestions
Topic: RC avatars
Replies: 22
Views: 6433

Re: RC avatars

I had been thinking about how to do a mod for remote controlled avatars for a while now, I finally got around to making it a reality.

Link
by DedlySpyder
Tue May 03, 2016 11:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 21741

[MOD 0.12.x] Avatars (0.3.1)

Avatars Info: Adds Avatar entities to the game that the player can remotely control Avatars can do everything that players can (except control other avatars) Has its own tab in the crafting menu Avatars are quite costly to make, but you can have as many as you want. **NOTE: Multiplayer avatar death...
by DedlySpyder
Mon May 02, 2016 10:42 pm
Forum: Implemented mod requests
Topic: Equipment & Module Events
Replies: 2
Views: 809

Re: Equipment & Module Events

Equipment events will be coming in 0.13. What's your use case for wanting module related events? An idea for my powered entities mod. If I could get an event to see the module placed and removed I could insert and remove an invisible power pole under the entities. The mod works as is, but I feel li...
by DedlySpyder
Mon May 02, 2016 9:34 pm
Forum: Implemented mod requests
Topic: Equipment & Module Events
Replies: 2
Views: 809

Equipment & Module Events

Can we get events to support both adding and removing of equipment and modules? At the moment, the only way I see to handle these is by checking every X ticks, but that is not even close to feasible with modules.
by DedlySpyder
Tue Apr 26, 2016 11:37 am
Forum: Modding help
Topic: Comparing a Number to a String
Replies: 2
Views: 1969

Re: Comparing a Number to a String

Ok, so the first bit of code always worked, and I found out that the second bit would work if I did useless math (page*1) ahead of time, I was just ruining the number later on.

Your function does the same as the useless math though, and looks much nicer, so thanks for the help.
by DedlySpyder
Tue Apr 26, 2016 3:44 am
Forum: Modding help
Topic: Comparing a Number to a String
Replies: 2
Views: 1969

Comparing a Number to a String

So, I have a "string" that is always a number (a page number), and sometimes when I try to reference it, everything goes smoothly, other times I get an error for comparing a string to a number. This works: local page = selectionFrame.pageNumber.caption if (#global.avatars > page*10) then u...
by DedlySpyder
Mon Apr 18, 2016 6:54 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Menu with buttons, 3 columns and...
Replies: 1
Views: 1042

Re: [Request] Menu with buttons, 3 columns and...

Couldn't you just make a configuration file and let the player choose there?
by DedlySpyder
Sat Apr 16, 2016 12:07 am
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31438

Re: [MOD 0.12.x] Powered Entities (0.2.0)

0.2.0 is now released! Patch notes below. Manual Mode added to the mod Requires that users now create a Power Antenna Added Config manual_mode to toggle on or off manual mode Moved entities arrays to config, so that users can change at will debug_mode added Added technology for both manual and autom...
by DedlySpyder
Tue Apr 12, 2016 10:41 am
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [kovarex] Power Grid Not Updating
Replies: 4
Views: 2434

Re: [0.12.29] Power Grid Not Updating

Ok here is a save and the mod. Steps to reproduce: 1. Place the blueprint within the wire range of the power grid (my hidden poles have the same reach as the medium power poles in this example) 2. Use deconstruction planner to remove only the assemblers (just the inside tile of both rows to not hit ...
by DedlySpyder
Tue Apr 12, 2016 12:35 am
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [kovarex] Power Grid Not Updating
Replies: 4
Views: 2434

[0.12.29] [kovarex] Power Grid Not Updating

(On a side note, Steam has updated my game to 0.12.30, but I couldn't find anything saying that this bug was fixed) I ran into a bug while testing a mod I am working on. The gist of the mod (that is relevant here) is that I have a collision-less entity that under these assemblers (the lights). When ...

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