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by Klonan
Thu Jun 11, 2015 12:38 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 64887

Re: [WIP] Alien walls [0.1.2]

vedrit wrote:Rather than stating expressly in the control what the max health is, can't we get that from the entity? Basically do something like if HP < Max_Health then
Would that be able to handle entities with different max health?
I dont think so, only health seems to be in the prototype
by Klonan
Wed Jun 10, 2015 11:51 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 64887

Re: [WIP] Alien walls [0.1.2]

Thanks everyone for fixing the issues with my script, I havent been able to test any of this myself. I've written up a research control script to automatically increment a global regen rate. require "defines require "util" function init() --Initialises the global value if glob.monster...
by Klonan
Wed Jun 10, 2015 5:24 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 64887

Re: [WIP] Alien walls

This is just a draft, once more work is done and its reasonably packaged i can work on it more. If this doesnt work let me know. Just save it as control.lua require "defines" require "util" game.onevent(defines.events.ontick, function(event) if glob.ticking == nil then glob.ticki...
by Klonan
Wed Jun 10, 2015 2:59 pm
Forum: Releases
Topic: Version 0.11.22
Replies: 57
Views: 78916

Re: Version 0.11.22

I think if we're getting different team support in 0.12 It would be a good idea to implement some sort of diplomacy settings, so factions can be allies, neutral and enemies. I might make some PvP games pretty interesting if allegiances can shift around during the game.
by Klonan
Wed Jun 10, 2015 1:07 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 64887

Re: [WIP] Alien walls

So, according to the wiki, healing_per_tick only works on active entities, but I don't see anywhere I can set an entity to be active. There's mention of an [entity].active = true but it doesn't seem to be working, or else I don't know how to use it. Thats not a problem, i can set up a script in the...
by Klonan
Tue Jun 09, 2015 11:15 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 64887

Re: [WIP] Alien walls

Hey, what sort of stuff do you have done already?

I can help out with the research scripting if you need the help.

I might try my hand at making some wall graphics, I will see what i can do.

Unrelated upload:
Mining_Drones_1.1.0.zip
(34.29 MiB) Downloaded 213 times
by Klonan
Tue Jun 09, 2015 5:29 pm
Forum: Mods
Topic: [MOD 0.12.x] Big Wooden Power Pole
Replies: 17
Views: 37236

Re: Big Wooden Power Pole [0.11.22]

Blob wrote:0.0.2
Okay I've fixed it, thanks for pointing it out to me :)
by Klonan
Tue Jun 09, 2015 5:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Big Wooden Power Pole
Replies: 17
Views: 37236

Re: Big Wooden Power Pole [0.11.22]

Blob wrote:
Klonan wrote:I will update the first post with an updated link.
Can't find file "...graphics/icons/big-wooden-pole.png"

big-wooden-pole.PNG - file extension in uppercase.
After renaming extension to lowercase - all OK.
Hi did you download 0.0.1 or 0.0.2, this should be fixed in 0.0.2
by Klonan
Tue Jun 09, 2015 3:23 pm
Forum: Technical Help
Topic: Multiple Factorio Installs
Replies: 15
Views: 26967

Re: Multiple Factorio Installs

Its perfectly easy, I have two directories, one is my 'main' one, which i used the installer to install, with the mod directory being in my romaing folder, the other i have uses its own directory to store the mods, and made straight from the .zip i think. If you want to create more directories you c...
by Klonan
Tue Jun 09, 2015 3:11 pm
Forum: Mods
Topic: [MOD 0.12.x] Big Wooden Power Pole
Replies: 17
Views: 37236

Re: Big Wooden Power Pole [0.11.22]

Well if i've to research those things i have layed the initial poles from my Steampower halve across the starting area to the rest. Research won't work with turning a crank. Means i'd have to rewire the whole thing anyways, would be nicer to have them from the start but thats only my opinion. Hey, ...
by Klonan
Mon Jun 08, 2015 8:36 pm
Forum: Implemented Suggestions
Topic: Terrain elevation, hills and mountains with fake cliffs
Replies: 67
Views: 67113

Re: Terrain elevation, hills and mountains with fake cliffs

I think having false cliffs or 'false isometric cliffs' as i think i've called them in the past would be such a great addition to the game, and i really hope the devs jump on board. The technicalities of what underground belts and poles and things will do isnt much of an issue, and im sure there wil...
by Klonan
Mon Jun 08, 2015 8:20 pm
Forum: Mods
Topic: [MOD 0.12.x] Big Wooden Power Pole
Replies: 17
Views: 37236

[MOD 0.12.x] Big Wooden Power Pole

Type: Item Name: Big Wooden Power Pole Description: Adds a powerpole to the early game, no research nescessary. License: Ask me Version: 0.0.3 Release: 2015-07-17 Tested-With-Factorio-Version: 0.12.0 Category: Item Tags: Electricity pole, Item, pole, wood, copper cable Download-Url: BigWoodenPowerPo...
by Klonan
Sun Jun 07, 2015 5:40 pm
Forum: General discussion
Topic: Multiplayer for monsters
Replies: 5
Views: 6163

Re: Multiplayer for monsters

Yea it would be cool!
by Klonan
Sun Jun 07, 2015 2:10 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 210392

Re: Electric energy

I know a real disadvantage, I know that Dysoch is using the wind to determine where the capsule effects should be heading to, and he changes the wind speed every 5 seconds :) It would totally break some stuff from Dytech :P I don't really think its helpful in the Development proposals to talk about...
by Klonan
Sat Jun 06, 2015 10:42 pm
Forum: Mods
Topic: [WIP] More Radars [0.0.4]
Replies: 4
Views: 5535

Re: [WIP] More Radars [0.0.2]

Hey this looks great chris, really hope you manage to figure out those locales :P
by Klonan
Fri Jun 05, 2015 12:58 pm
Forum: Implemented Suggestions
Topic: Item Descriptions
Replies: 5
Views: 12491

Re: Item Descriptions

Right now there are descriptions missing in game for most of the stuff, theres only descriptions for science packs and logistics chests, maybe some others i missed but i just briefly checked. It wouldn't be too hard to pool together and make a community pack sort've thing, but implementation in the ...
by Klonan
Thu Jun 04, 2015 8:51 pm
Forum: Modding help
Topic: need help with fly unit
Replies: 14
Views: 5031

Re: need help with fly unit

Would just like to say, it would be so useful to have render_layer working for all entities.
by Klonan
Tue Jun 02, 2015 6:22 pm
Forum: Ideas and Suggestions
Topic: Orbital base
Replies: 5
Views: 3012

Re: Orbital base

I think it is too early/late/not the right time for those suggestions, because this part of the game is currently in progress of development and we cannot change anything yet. All decisions are done, we don't know, how the result will be and it is a bad idea to change a plan in the middle of progre...
by Klonan
Tue Jun 02, 2015 6:18 pm
Forum: Modding help
Topic: Ticking entitys
Replies: 4
Views: 2003

Re: Ticking entitys

IDK what you mean by making ticking entities, but with the lua script you can tick a function however often you like, for instance in my mod (linked in my signature) I tick the heating of my entity using code in the control.lua of my mod.
by Klonan
Tue Jun 02, 2015 4:51 pm
Forum: Modding help
Topic: Ticking entitys
Replies: 4
Views: 2003

Re: Ticking entitys

Hi, there are LOADS of mods.

Even a mod that sucks items like a vacuum

Maybe look around the mod section some more?

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