Search found 36 matches
- Wed Jun 06, 2018 9:43 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
Not entirely sure why you felt the need to rename the entities 'hybrid-wall' to 'hybridWall', but I went with it, and updated the item and recipe names to match, and added them to the migrations script. I'm pretty sure I was using at least some of the changes from the repo, since there were tiered ...
- Wed Jun 06, 2018 6:55 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
Ah jeeze, didn't realize that my working directory wasn't the repo directory... Anyway, I've fixed that, as well as an error when placing the walls/gates. Ok, so I've pulled your latest Repo updates into my branch, and merged everything the way it should be. Not entirely sure why you felt the need ...
- Sun Jun 03, 2018 3:09 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
I did have some ideas I was playing around with about using alien artifacts from Natural Evolution / Bob’s Enemies instead of mining biomass fields, dunno if anyone else would like that... I was just about to make that suggestion once I saw the mod. My maps are coated in more than enough ores that ...
- Sat Jun 02, 2018 1:20 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
Please Update Code in control.lua: Yeah, I fixed that and sent it to vedrit ages ago. He seems to have forgotten about it :/ I dunno if I should go and upload a fork or not, don’t wanna be rude. I did have some ideas I was playing around with about using alien artifacts from Natural Evolution / Bob...
- Tue May 08, 2018 9:18 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
I saw you missed to change some "hybridized" to "hybrid". In technologies.lua "alien-hybridization-1" +"alien-hybridization-2", then in structures/recipe, item and entity and in data-updates.lua. These should be all then. Hope it gets through before vedrit bu...
- Tue May 08, 2018 2:27 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
Ohh, I see what I did. This is what I get for doing most of my research testing via console in sandbox. Control.lua 128: update_current_tier(game.player.force) But if you read the docs closely... game.player :: LuaPlayer [Read-only] The player typing at the console - nil in all other instances. See ...
- Tue May 08, 2018 12:04 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
Hey guys, good to see everyone is still up and ok! So I tried out new version 0.7.0 and it gave me an error. See pic below. The point with upgrades not applying, see my version 0.6.4 posted above. All the upgrades apply accordingly and work fine. I also did a icon for the hybrid-wall, maybe you mis...
- Tue May 08, 2018 1:25 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.7.0]
Actually, turns out I did find an issue. But it's not with the new migration, it's with the old one in fact. Upgrading a save from any recent (0.5 or 0.6) version of Alien Walls works fine, and starting a new game works fine. But starting a campaign mission or scenario will fail when it tries to run...
- Tue May 08, 2018 1:01 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.6.1]
I've not died! Thanks for all the work, guys! I really appreciate it! The reason I didn't release the mod to the portal previously was because I wanted the migration to work. I'm not confident that it works even now, but I went ahead and released it. Trial by fire, right? Wow, that certainly didn't...
- Tue May 08, 2018 12:31 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: Alien Walls [0.6.4]
Here's a fixed version. Now all upgrades show effect again and work fine. I also added descriptions for all the things. edit: I also added entity prototype-flag: "not rapairable". So bots don't get triggered and go out and also want to try to repair the self healing wall. Hey, what I coin...
- Sat Mar 03, 2018 8:58 pm
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 9988
Re: [0.16] Stormwalls
And another one. Apparently if you accidentally set off a nuke near your defences and take out a whole bunch of walls at once, it'll still crash. Maybe a race condition, multiple walls dead per tick?
I don't think any of the emitters were hit in that blast though.
- Thu Mar 01, 2018 8:28 am
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 9988
Re: [0.16] Stormwalls
Ok, downloaded the update and did a quick test in Sandbox. Can confirm that switching wall types out several times quickly will still cause a crash. In this case it wasn't quite while the previous wall was despawning, but on like the third wall type to be placed on a tile within a few seconds. https...
- Thu Mar 01, 2018 8:15 am
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 9988
Re: [0.16] Stormwalls
I haven't gotten to try the update you *just* posted yet, so that might fix at least one of the two crashes I've seen. But here they are. https://i.imgur.com/uRRGNZE.jpg This was during a biter attack where they killed the emitter. Hopefully will be fixed with the new update. https://i.imgur.com/4iw...
- Mon Feb 26, 2018 6:08 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64894
Re: [MOD 0.16.x] Alien walls [0.6.1]
Hey, cool stuff! I like escalation, so I tend to make combat harder, and add more powerful weapons & defences to counter. And self-healing walls are what I always wanted! I've been playing with these walls for a while now, and thought it would be cool if the hybrid upgrade research could increas...
- Fri Jan 12, 2018 7:12 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372032
Re: Friday Facts #225 - Bots versus belts (part 2)
I'll echo my support to the idea of belt stacking tech, with repeatable tech to increase stack size. (Basically the same as robot cargo size is now) Probably have some cap, not infinite stacking tech, although that could get fun... And loaders! Those definitely need to be added to the base game! I l...
- Tue Jan 09, 2018 10:30 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 344940
Re: Friday Facts #224 - Bots versus belts
I happened to spot something along these lines in the Steam comments on this, and while I'm sure similar sentiments have come up here too (I can't read 39 pages of replies right now...), I wanted to echo it as what I see as the ideal solution: From my experience Bots are the superior way to move lar...