Search found 229 matches

by mrudat
Fri Jul 05, 2019 10:12 pm
Forum: Ideas and Requests For Mods
Topic: Sonic weaponry?
Replies: 2
Views: 939

Re: Sonic weaponry?

I mostly suggested sonic weaponry, as it's one of the few forms of directed energy weapons that we can actually build right now (perhaps not at the requisite power levels, yet) but isn't represented in the game. I don't think that there's a gap that needs filling, more that there's a variety of fun ...
by mrudat
Fri Jul 05, 2019 11:26 am
Forum: Ideas and Requests For Mods
Topic: Sonic weaponry?
Replies: 2
Views: 939

Sonic weaponry?

It might be cool to have sonic weaponry to accompany laser directed energy weapons. A sonic weapon would be, by nature, area of effect, and very short ranged. At lower power levels, it is likely to cause disorientation or cause the enemies to stumble (slow effect). At higher power levels, it would c...
by mrudat
Fri Jul 05, 2019 11:17 am
Forum: Ideas and Suggestions
Topic: 0.17 Laser turret shooting speed
Replies: 10
Views: 3097

Re: 0.17 Laser turret shooting speed

I'm fairly certain that a laser of sufficient power to do comparable damage to a gatling gun will have a visible beam, though not necessarily similar in appearance to the one in-game. The beam will be visible because the beam both needs to deliever non-trivial amounts of power, and to deliver that p...
by mrudat
Fri Jul 05, 2019 6:48 am
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 39
Views: 10233

Re: Fixing data stage spam

Edit: nevermind, my post was option 2 from the original post. Would it help to have something like log4j (log4lua?), so log messages have consistent formatting to make search easier. Perhaps stuff things straight into a sqlite db, or perhaps just a csv file? That way you can load it into most modern...
by mrudat
Mon May 20, 2019 11:09 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 22885

Re: [MOD 0.13] Progressive running

christian wrote:
Mon May 20, 2019 1:39 pm
How do I apply this?
Have a look at Patch and Diff (specifically unified diff, as I generated a unified diff).
by mrudat
Thu May 09, 2019 7:07 am
Forum: Won't implement
Topic: Protect game tables and Lua libraries during data stage
Replies: 10
Views: 2195

Re: Protect game tables and Lua libraries during data stage

Perhaps a sanity check after a mod is run that the expected globals are still there?
by mrudat
Wed May 08, 2019 12:48 pm
Forum: Gameplay Help
Topic: Slow down item counter display
Replies: 2
Views: 1212

Re: Slow down item counter display

I'm fairly certain that there are a timer and a memory cell example on the combinator contraptions examples page on the wiki. A combination of the two should have the desired result. Depending on how long a delay between updates you want, you could use a circuit-connected belt as a timer. Connect a ...
by mrudat
Wed May 08, 2019 12:05 am
Forum: Ideas and Suggestions
Topic: Blueprint alignment pins
Replies: 7
Views: 3354

Re: Blueprint alignment pins

There's a mod that does blueprint alignment in coordinate space, with a per-map global offset, but you have to set it by carefully editing offset numbers. In theory, it should be simple enough to extend it so that if a player builds a pin ghost, it changes a per-player offset for blueprint alignment...
by mrudat
Mon May 06, 2019 3:40 am
Forum: Ideas and Requests For Mods
Topic: Evolution factor rebalance?
Replies: 3
Views: 1252

Re: Evolution factor rebalance?

Just to be sure I understand your suggestion correctly, you want to have evolution increase based on the amount of pollution absorbed by spawners, rather than the amount of pollution released by your factory. I don't think that there are any mods that do that right now (it wasn't really feasible in ...
by mrudat
Sun May 05, 2019 12:14 pm
Forum: Modding help
Topic: What's the Right Way to derive new things?
Replies: 2
Views: 795

What's the Right Way to derive new things?

I'm putting together a mod that derives new things from existing things. I started deriving things from new things in data, data-updates and data-final-fixes. On the one hand, I should run my code in data, so that other mods that derive things can see the new things as soon as possible. Unfortunatel...
by mrudat
Sat May 04, 2019 11:41 pm
Forum: Ideas and Requests For Mods
Topic: Personal Gun Turret
Replies: 6
Views: 2159

Re: Personal Gun Turret

As far as I know, they're intended for vehicles, but work just fine for the player.
by mrudat
Sat May 04, 2019 10:45 pm
Forum: Ideas and Requests For Mods
Topic: Personal Gun Turret
Replies: 6
Views: 2159

Re: Personal Gun Turret

Schall gun pods.
by mrudat
Sat May 04, 2019 10:44 pm
Forum: Ideas and Requests For Mods
Topic: Inverted World
Replies: 7
Views: 2845

Re: Inverted World

There's a mod where you build your base inside a moving train that sounds like it might be what you're suggesting.
by mrudat
Sat May 04, 2019 9:57 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0

On an on-topic note: It looks like it should be possible to define a new kind of 'cliff' that has the same image in all orientations, and uses something other than cliff explosive to get rid of to implement the maze chasm with. Cliffs can't be damaged with anything other than cliff explosives, thoug...
by mrudat
Sat May 04, 2019 9:53 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17260

Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0

I was pondering how to achieve a fully 2D infinite maze using the same basic algorithm, and it seems like there's a relatively straight forward (though tricky to implement) way to achieve that. Instead of going row 1, row 2, row 3, the algorithm would be ring 1 (of one tile), ring 2 (of 8 tiles), ri...
by mrudat
Sat May 04, 2019 9:22 am
Forum: Ideas and Suggestions
Topic: Modular Buildings
Replies: 8
Views: 3334

Re: Modular Buildings

How many mods do pretty much this, let me count the ways. Omnicompression is probably the most comprehensive version. Bob's and Angels' both include some much more compact buildings; I suspect that even with the added complexity, the same throughput requires fewer entities. There are three or four m...
by mrudat
Sat May 04, 2019 8:28 am
Forum: Modding discussion
Topic: Factorio in Linux VM (virtualbox)?
Replies: 3
Views: 2082

Re: Factorio in Linux VM (virtualbox)?

Linux on windows works just fine with virtualbox, hyper-v, vmware, qemu, ... and possibly others, but I've used each of those before. No idea if there's any limitations with running factorio that way, but there shouldn't be. Most also support 3D acceleration, but it would probably be better to have ...
by mrudat
Sat May 04, 2019 1:24 am
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 22885

Re: [MOD 0.13] Progressive running

Patch to support 0.17.35: diff -urNb ProgressiveRunning_1.0.17/changelog.txt ProgressiveRunning_1.0.18/changelog.txt --- ProgressiveRunning_1.0.17/changelog.txt 2019-03-14 03:04:09.000000000 +1100 +++ ProgressiveRunning_1.0.18/changelog.txt 2019-05-04 11:07:23.691024400 +1000 @@ -1,4 +1,8 @@ ------...
by mrudat
Sat May 04, 2019 12:33 am
Forum: Modding interface requests
Topic: [Request] dark_background_icon for recipes
Replies: 4
Views: 1052

Re: [Request] dark_background_icon for recipes

Would it work if the alt background came in a light version in addition to a dark version? That way you wouldn't need to maintain two parallel sets of icons for some items/recipes. Instead, you could have an 'icon_is_dark' flag, perhaps? Alternatively, could a shader be used to add a light highlight...
by mrudat
Thu May 02, 2019 11:00 am
Forum: Modding help
Topic: Get visible area
Replies: 1
Views: 571

Re: Get visible area

no, unfortunately. You can approximate it by tracking which entity the player has selected, but that only works when zoomed over an area with lots of entities.

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