Search found 281 matches
- Sat May 07, 2016 12:09 pm
- Forum: Bob's mods
- Topic: [0.12.x][v1.0.0] Bubblegum Cleanup
- Replies: 3
- Views: 1736
Re: [0.12.x][v1.0.0] Bubblegum Cleanup
Strange, I definitely remember testing this out with reports whenever drops were deleted, and they started coming in pretty quickly. Before I wrote this, I used to see spawners that were surrounded by small artifacts despite me never having gone near them.
- Sat May 07, 2016 2:09 am
- Forum: Bob's mods
- Topic: [0.12.x][v1.0.0] Bubblegum Cleanup
- Replies: 3
- Views: 1736
[0.12.x][v1.0.0] Bubblegum Cleanup
Ever come across a spawner that was surrounded by heaps of small alien artifacts for no adequately explainable reason? (Actually it's because every xeno has a time-to-live and will inevitably die and be replaced.) Here's a small mod I wrote to stop aliens that die of old age dropping stuff and drown...
- Tue Apr 19, 2016 2:26 pm
- Forum: Ideas and Requests For Mods
- Topic: A unified tick-based code handling mod
- Replies: 13
- Views: 4663
Re: A unified tick-based code handling mod
All right, so, I've been mulling over this for a little while, and forgive me if I don't get the presentation right by professional standards, but here's what I've got so far on this: Trigger (my working name) adds a remote interface that can be called like so: remote.call("cron", "ad...
- Sat Apr 16, 2016 4:18 pm
- Forum: Ideas and Requests For Mods
- Topic: A unified tick-based code handling mod
- Replies: 13
- Views: 4663
Re: A unified tick-based code handling mod
Oh, okay, so I wasn't just going crazy then. All right.
- Fri Apr 15, 2016 1:09 pm
- Forum: Ideas and Requests For Mods
- Topic: A unified tick-based code handling mod
- Replies: 13
- Views: 4663
Re: A unified tick-based code handling mod
I don't see much use as a replacement for sth. like function on_tick(event) if global.updateTick[event.tick] then for _, train in pairs(global.updateTick[event.tick]) do --do stuff here end global.updateTick[event.tick] = nil end end global.updateTick gets data added whenever a train arrives at a s...
- Wed Apr 13, 2016 12:17 pm
- Forum: Ideas and Requests For Mods
- Topic: A unified tick-based code handling mod
- Replies: 13
- Views: 4663
A unified tick-based code handling mod
We were discussing this on IRC earlier today, when it was pointed out that one mod (instead of twenty) handling on_tick timers and triggering the relevant function for each mod's on_tick trigger through a remote interface might be more efficient. There might also be a market for some common function...
- Thu Mar 10, 2016 1:30 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 201314
Re: Friday Facts #128 - Back down to earth
Where I part ways with Klonan is on making it another chest entity. I like the interoperabilty aspect of the proposal with any chest. That's kind of what links it with inserters, thematically, in my mind.
- Mon Mar 07, 2016 2:02 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 201314
Re: Friday Facts #128 - Back down to earth
To be honest, I think people would be having the exact same reservations as if splitters were never in the game. You'd have to split using inserters! Its part of the fun of the game! Splitters just trivialise the logistic trouble of splitting a belt, which makes them overpowered, and they don't eve...
- Sun Mar 06, 2016 4:15 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 201314
Re: Friday Facts #128 - Back down to earth
Speaking as the person who wrote Slipstream Chests, I wholeheartedly approve of the loader, of course. It'd be a relief to see a version of it that properly attaches to belts, and doesn't rely on a kludgy unique chest entity, but something compatible with every type of chest in the game. That makes ...
- Tue Oct 06, 2015 12:28 am
- Forum: Bob's mods
- Topic: [0.12.x][0.12.5]Bob's Library mod
- Replies: 44
- Views: 77381
Re: [0.12.x][0.12.1]Bob's Library mod
Ho are these functions accessed by other mods? Do we have to require() them into data.lua?
- Thu Sep 24, 2015 12:44 pm
- Forum: Implemented mod requests
- Topic: Event request: on_crafting_completed
- Replies: 11
- Views: 7800
Re: Event request: on_crafting_completed
That would suffice for this particular problem, yes.Rseding91 wrote:So really this should be "Allow recipes to define the fluid input and output temperature"?
- Thu Sep 24, 2015 12:41 pm
- Forum: Modding discussion
- Topic: Possible removal of on_load/on_save events.
- Replies: 11
- Views: 20371
Re: Possible removal of on_load/on_save events.
So if this were implemented, any data that a mod needs to preserve would have to stay in the global table rather than being copied to local variables, I'm assuming.That's about the only thing I've ever used on_load/on_save for, personally.
- Thu Sep 24, 2015 1:53 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 178093
Re: Bob mods for 0.12
It would be very helpful to have all the config variables for things like CheaperSteel and ore settings in one place, and I don't have to edit them every time I download a new version of one of your mods.
- Sat Sep 19, 2015 10:23 pm
- Forum: Implemented mod requests
- Topic: Event request: on_crafting_completed
- Replies: 11
- Views: 7800
Re: Event request: on_crafting_completed
Heating the fluid in the output fluidbox, since the temperature can't be configured in the recipe. This seems like a more general-purpose solution than asking for that.
- Sat Sep 19, 2015 9:47 pm
- Forum: Implemented mod requests
- Topic: Event request: on_crafting_completed
- Replies: 11
- Views: 7800
Re: Event request: on_crafting_completed
That actually explicitly does not, since the recipes I'm mucking around with are fluid recipes. Plus that only applies to the player himself and not assembling machines, doesn't it?
- Sat Sep 19, 2015 6:42 am
- Forum: Implemented mod requests
- Topic: Event request: on_crafting_completed
- Replies: 11
- Views: 7800
Event request: on_crafting_completed
I'm messing around with Klonan's Oil Steam Boiler mod, and there's a couple of ways to do what I want, but an on_crafting_completed event would be the simplest and have the most application outside of my specific problem.
- Wed Sep 16, 2015 3:19 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 76874
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
The reason there are multiple Slipstream chests is to provide options for interacting with the logistic network. That can't be done with a single item.
Faster chests will be coming, and more convenient configuration methods. I just wanted to get a functional release out for 0.12 first.
Faster chests will be coming, and more convenient configuration methods. I just wanted to get a functional release out for 0.12 first.
- Tue Sep 15, 2015 6:03 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 76874
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
I'm pleased to announce that version 2.0.0 is finally up. 2.0.1 won't be far off once someone finds the glaringly obvious bug I overlooked, whatever that may be.
- Sun Sep 13, 2015 10:53 am
- Forum: Questions, reviews and ratings
- Topic: Mod Roundup #13
- Replies: 0
- Views: 12027
Mod Roundup #13
Little more timely with this one. As always, lots of news. The mods boards are getting more and more active lately, which is good for you, but bad for me. *** New Autowire - Select which wires to be automatically connected (including copper) when placing electric poles. Burner Generator - A 'burner'...
- Sun Sep 13, 2015 10:51 am
- Forum: Questions, reviews and ratings
- Topic: Mod Roundup #12
- Replies: 1
- Views: 18000
Mod Roundup #12
Little more timely with this one. As always, lots of news. The mods boards are getting more and more active lately, which is good for you, but bad for me. (And ironically much less timely crossposting, whoops...) *** New Autowire - Select which wires to be automatically connected (including copper) ...