I dont think so, only health seems to be in the prototypevedrit 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?
Search found 5110 matches
- 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]
- 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...
- 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...
- 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.
- 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...
- 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:
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:
- 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]
Okay I've fixed it, thanks for pointing it out to meBlob wrote:0.0.2
- 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]
Hi did you download 0.0.1 or 0.0.2, this should be fixed in 0.0.2Blob wrote:Can't find file "...graphics/icons/big-wooden-pole.png"Klonan wrote:I will update the first post with an updated link.
big-wooden-pole.PNG - file extension in uppercase.
After renaming extension to lowercase - all OK.
- 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...
- 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, ...
- 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...
- 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...
- 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!
- 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...
- 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
- 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 ...
- 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.
- 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...
- 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.
- 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?
Even a mod that sucks items like a vacuum
Maybe look around the mod section some more?