Search found 128 matches
- Mon Apr 16, 2018 10:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Auto-Connecting Pumpjacks
- Replies: 13
- Views: 4664
Re: Auto-Connecting Pumpjacks
I was thinking of making a mod that'd lay ghosts for pumpjacks and pipes arranged automatically to hook up a whole field (since it's a similar task that a mod I've already written does) after the tedium of hooking up a few giant oil fields in a railworld map, but the geometry problem to create an al...
- Fri Apr 06, 2018 3:37 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 213082
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
And at that point I'll probably remove any "native" support for third party mods, i.e. DSB won't do any setting up of third party belt tiers at all, only provide the mechanisms for others to do so. I'll try and make it as easy as possible for them to tell DSB2 about their belt tiers and t...
- Sat Mar 31, 2018 4:03 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 326119
Re: [0.16.x] Bob's Mods: General Discussion
I can hear all the other modders groaning already. Logistics 0.16.18: Fixed basic splitter funky animation. Fixed the functions for pipe distance, and added similar functions for belt speed and distance. Distances and speeds are now fully tweaked in the data phase. Updated Transport belt overhaul. ...
- Fri Feb 23, 2018 12:27 am
- Forum: Mods
- Topic: [MOD 0.16] Replicating Belts
- Replies: 1
- Views: 852
[MOD 0.16] Replicating Belts
Replicating Belts Info: Adds replicating belts of each belt type, enabling non-blueprint belt placement with fewer clicks Name: Replicating Belts Latest Release/Changelog/Download: (see mod portal ) Source: GitHub License: MIT This is a helper mod to enable placement of belts without needing bluepr...
- Thu Feb 15, 2018 5:31 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.can_place_entity() - ignore deconstruction-marked
- Replies: 6
- Views: 2361
Re: LuaSurface.can_place_entity() - ignore deconstruction-marked
Looks like this is implemented in 0.16.24, thanks so much!
- Tue Feb 13, 2018 4:29 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.can_place_entity() - ignore deconstruction-marked
- Replies: 6
- Views: 2361
Re: LuaSurface.can_place_entity() - ignore deconstruction-marked
How about adding can_place_ghost_entity(), with similar functionality to shift+clicking a building in your cursor. Just place ghost_entity and read if it was built. If yes, destroy it. Factorio style! Tried that too - unfortunately the create_entity call when creating an entity ghost doesn't actual...
- Fri Feb 09, 2018 5:01 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.can_place_entity() - ignore deconstruction-marked
- Replies: 6
- Views: 2361
Re: LuaSurface.can_place_entity() - ignore deconstruction-marked
Right, that's the check that I need - whether a building would be green when the building is held in the cursor and shift is held down, to check whether it's valid to place that specific entity's ghost in that spot. I'm not sure what extra buildability combinations that adds, I think the game is alr...
- Fri Feb 09, 2018 1:02 am
- Forum: Implemented mod requests
- Topic: LuaSurface.can_place_entity() - ignore deconstruction-marked
- Replies: 6
- Views: 2361
LuaSurface.can_place_entity() - ignore deconstruction-marked
I've been playing for a couple months, and started paying attention to the community right around the time a lot of potential "belt buffs" were being discussed due to a certain controversial friday facts post. Not that I have any complaints about the fun things I can make with the amazing ...