Search found 199 matches

by starholme
Mon Jan 05, 2015 3:27 am
Forum: Modding discussion
Topic: Do we have somewhere to store utility mods?
Replies: 3
Views: 4493

Do we have somewhere to store utility mods?

I'm working on a generator framework mod, and it's useless as a standalone. It only has meaning when required by other mods.

Where does it belong?
by starholme
Mon Jan 05, 2015 3:23 am
Forum: Mods
Topic: [MOD 0.11.x][WIP] Generator Framework 0.1.0
Replies: 0
Views: 2875

[MOD 0.11.x][WIP] Generator Framework 0.1.0

This mod is intended to simplify and extend the creation of generators in other mods. Essentially what the mod does is handles transferring of fluid between the input pipe, the generator fluid box, and the output pipe. You specify where the (invisible) input and output pipes should be, what liquid t...
by starholme
Tue Dec 30, 2014 2:56 pm
Forum: Multiplayer
Topic: Accessing Multiplayer
Replies: 4
Views: 7685

Re: Accessing Multiplayer

Just a guess, but I suspect that you are not running the experimental version of factorio. There is currently no 'stable' multiplayer version. When you start factorio, what is the version number show in the title? You need at least 0.11.x You can also see the version number if you click on the 'abou...
by starholme
Mon Dec 29, 2014 4:58 pm
Forum: Modding help
Topic: Reducing impact of ontick event scripts
Replies: 2
Views: 680

Reducing impact of ontick event scripts

So, in the control.lua script I have a ontick event handler. Every tick it goes through a table, does some stuff with each entity in the table. Pretty standard stuff. To prevent wasted cycles I currently skip the handler if there is no entities. This is simple, and works fine. Does anyone have a goo...
by starholme
Mon Dec 29, 2014 3:40 pm
Forum: Mods
Topic: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.3
Replies: 30
Views: 18348

Re: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.3

You mentioned wanting a way to nerf lasers in some way, to make them fit better with your turrets. Have you considered making them work similar to your gatling turret? High rate of fire, low range. Keep the default damage(or similar). Give them an internal energy storage good for a handful of shots,...
by starholme
Sat Dec 27, 2014 4:27 pm
Forum: Mods
Topic: [MOD 0.11.x] Steam 0.0.1
Replies: 7
Views: 9785

Re: [MOD 0.11.x] Steam 0.0.1

Ok. I'm willing to lay out something in regards to more realistic steam generation. I'd very much like to use script interfaces extensively, but I havn't used them yet. It'll take some practice I think. Feedwater max temp 100, 1kj/degree Feedwater make up pump - script as small pump - keeps a reason...
by starholme
Sat Dec 27, 2014 2:36 pm
Forum: Mods
Topic: [MOD 0.11.x] Steam 0.0.1
Replies: 7
Views: 9785

Re: [MOD 0.11.x] Steam 0.0.1

We need also a turbine, which works like the steam engine but the steam doesn't go into the air, it can be reused as preheated medium. There are this 4 stages: - Water - overheated water (up to 400 degrees) - dry steam - wet steam And this are the conversions: Water from lake or condenser V - by pr...
by starholme
Sat Dec 27, 2014 2:20 am
Forum: Mods
Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
Replies: 15
Views: 22958

Re: [MOD 0.11.x] Mohole 0.0.3

- Stone creation must not be faster than a fast inserter can run I'm not sure why you would limit it so low, unless the behavior is undesired. Except for a 1x1 building, it's reasonable to expect at least two sets (likely opposite sides) of two inserters to be working. Limiting yourself to ~3x fast...
by starholme
Sat Dec 27, 2014 2:06 am
Forum: Mods
Topic: [MOD 0.11.x] Steam 0.0.1
Replies: 7
Views: 9785

Re: [MOD 0.11.x] Steam 0.0.1

You need to fix the fluids - pressure_to_speed, and maybe flow_to_energy - because steam don't need a pump. i think another problem come from the game itself - because you need to transfer the MJ into the fluid and after some piping you transfer the MJ back. as a formel i would say you can stroke t...
by starholme
Sat Dec 27, 2014 1:56 am
Forum: Texture Packs
Topic: [Request} Mohole and Crystallizer
Replies: 7
Views: 14734

Re: [Request} Mohole and Crystallizer

Secondly, a crystallizer: This is the machine that cools the lava. Either slowly with a seed material to produce ores, or fast with water to produce hot water for power. 3x3 size, same as an assembler. One liquid inlet, one outlet. I'm not really sure what it should look like. maybe you can accept ...
by starholme
Tue Dec 23, 2014 10:12 pm
Forum: Mods
Topic: [MOD 0.11.x] Steam 0.0.1
Replies: 7
Views: 9785

[MOD 0.11.x] Steam 0.0.1

Introduces low and high pressure steam fluids. Also contains pumps to allow a circulating boiler setup with ease. Specific heat of low and high pressure steam has been adjusted to near real-world values, with low pressure ~1.5x water, and high pressure ~4.25x water. This means that each unit of wate...
by starholme
Tue Dec 23, 2014 8:14 pm
Forum: Texture Packs
Topic: [Request} Mohole and Crystallizer
Replies: 7
Views: 14734

Re: [Request} Mohole and Crystallizer

Me likey! Hopefully I get some time tonight to integrate that crystallizer. Great work sir!
by starholme
Tue Dec 23, 2014 3:52 am
Forum: Texture Packs
Topic: [Request} Mohole and Crystallizer
Replies: 7
Views: 14734

[Request} Mohole and Crystallizer

Mohole Mod https://forums.factorio.com/forum/viewtopic.php?f=14&t=7534 Hey, I'm looking for a few graphics for the above mod. First, a mohole: See http://kimstanleyrobinson.info/w/index.php5?title=Mohole for the inspiration of this mod. That page has only a couple rather simple drawings. 10x10 size,...
by starholme
Tue Dec 23, 2014 2:05 am
Forum: Mods
Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
Replies: 15
Views: 22958

[MOD 0.11.x] Mohole 0.0.3 - Updated graphics

Introduces a new form of endgame mining and power production that is massively polluting, but can provide a steady source of materials and power. Uses the impressive heat resistance of alien artifacts to the players advantage. The player needs to deal with the vast quantities of waste stone this mod...
by starholme
Mon Dec 22, 2014 4:46 pm
Forum: Modding discussion
Topic: Colored machines, pls less of them
Replies: 18
Views: 9800

Re: Colored machines, stop it! >:(

One thing that really bothers me is that all higher tier machines are just recolored versions of vannila ones! basic:________________________Most advanced: basic+ Millions of dollars+centuries of development http://i.imgur.com/YM8ZpSo.jpg?3 http://i.imgur.com/HTbCDoI.jpg?1 Basic:___________________...
by starholme
Fri Dec 19, 2014 9:14 pm
Forum: Ideas and Requests For Mods
Topic: Mohole/borehole/deep crust mining
Replies: 4
Views: 1854

Re: Mohole/borehole/deep crust mining

I'm hoping to keep this a much smaller standalone mod than F-mod. Single clear purpose, only a couple items/buildings/etc.
by starholme
Fri Dec 19, 2014 2:45 pm
Forum: Ideas and Requests For Mods
Topic: Mohole/borehole/deep crust mining
Replies: 4
Views: 1854

Re: Mohole/borehole/deep crust mining

I'd like some suggestions on the best entity type to extend for creating the Mohole building. I have been thinking that the refinery might be best, as it already has liquid inputs and outputs. I'm also interested in any knowledge about building size limits. How big can I get? 10x10 tiles? 25x25?
by starholme
Fri Dec 19, 2014 2:43 pm
Forum: Ideas and Requests For Mods
Topic: Mohole/borehole/deep crust mining
Replies: 4
Views: 1854

Mohole/borehole/deep crust mining

Introduces a new form of endgame mining and power production that is massively polluting, but can provide a steady source of materials. I'm interested in helping with the mod development and design, but don't have the free time to do it all myself. I've already set up a github repo and wiki for the ...
by starholme
Wed Nov 26, 2014 4:49 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 134804

Re: [0.11.x] Uranium Power

I've been thinking for a while about how to solve the 'modules' issue with this mod. I'm a developer by trade, but haven't looked into the api's etc. for factorio yet. It kills too much of my life already :D Anyway, if the modding api allows you to detect attached buildings, you could change to trea...

Go to advanced search