Search found 55 matches
- Wed Jul 10, 2013 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Area Limit on attack waves
- Replies: 4
- Views: 7315
Area Limit on attack waves
I noticed, or think it at least seems like it, might be wrong >.> At the start hard to tell, but as you get going and start exploring alot more, Im mostley on the infinite maps ._. Untill I am better prepared I usually just run away or around bases with rocket launchers >.> and usually never return ...
- Wed Jul 10, 2013 1:55 pm
- Forum: Implemented mod requests
- Topic: limit modification options or a file that shows limits
- Replies: 3
- Views: 4839
Re: limit modification options or a file that shows limits
The limit is there for obvious reasons (to know how far for pole does it have sense to search when you build something), but the limit could be simply dynamically set by the pole with maximum area. In other words, you won't have to think about it. (will be added to 0.6) Well there is obvious reason...
- Tue Jul 09, 2013 7:56 pm
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 13910
Re: [0.5.X] Mod - several add ons, mining, power, radar, ect
Ok, about to put out 0.0.5 version today, just re testing all the code since I changed the whole layout, here is some of the changes.... Right now once you built the radar, powered or not, still alive or not, it always gave a warning for pending attacks, its been changed. The new Radar will check to...
- Mon Jul 08, 2013 1:20 am
- Forum: Modding help
- Topic: findentitiesfiltered table
- Replies: 6
- Views: 3440
Re: findentitiesfiltered table
https://www.dropbox.com/s/owuianwjxbugrbj/ralmodpk1.rar As for the var names I plan on changing everything when I stop rewriting the whole thing :P One of my problems with programming has always been if its messed up code and not in a rush i usually just delete the whole section and start over tryin...
- Sun Jul 07, 2013 6:42 pm
- Forum: Modding help
- Topic: findentitiesfiltered table
- Replies: 6
- Views: 3440
Re: findentitiesfiltered table
Well, code Almost works, kinda unknown how its doing these areas <.< tell it scan a box it seems to scan 2 blocks :P For some reason I figured a solution to the odd numbers I was getting that I couldnt understand where they was comming from, I changed the model layout to use ... a new entity, more o...
- Sun Jul 07, 2013 1:59 am
- Forum: Modding help
- Topic: findentitiesfiltered table
- Replies: 6
- Views: 3440
findentitiesfiltered table
how can I get like a layout as to how the returned data is set? It says on the wiki it makes a table, but how is the table stored, names, ect? I am trying to use local ResourceCounter = game.findentitiesfiltered{area = {-10, -10}, {10, 10}, type="resource"} But crashes out saying bad argum...
- Fri Jul 05, 2013 9:30 pm
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 13910
Re: [0.5.X] Mod - several add ons, mining, power, radar, ect
Version 0.0.5 Is comming soon, hopefully by Monday will be finished, I found a work around for the Mine Detector option since the data isnt readily accessable. I have it almost finished, works, alittle buggy still so fine tuning it <.< also going to have a way to stop/deactivate the Warning radar ad...
- Wed Jul 03, 2013 11:12 pm
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 13910
Re: [0.5.X] Mod - several add ons, mining, power, radar, ect
Well guess the update for checking on resources for mines is on hold a bit harder to work around some of the stuff not alota info on the wiki for a bit of stuff oh well will come up with some other ideas to add to the list of things to add on
- Wed Jul 03, 2013 10:51 pm
- Forum: Modding help
- Topic: lua function to get mod list
- Replies: 4
- Views: 3419
Re: lua function to get mod list
the whole function - game.onevent(defines.events.onbuiltentity, function(event) if event.createdentity.type == "mining-drill" then glob.newMineWatcher = glob.newMineWatcher + 1 glob.MineWatcher[glob.newMineWatcher] = event.createdentity for k,v in pairs(glob.MineWatcher) do if not v.isvali...
- Wed Jul 03, 2013 10:47 pm
- Forum: Modding help
- Topic: lua function to get mod list
- Replies: 4
- Views: 3419
Re: lua function to get mod list
no go :( test = data.raw["mining-drill"] local t109 = test["fast-mining-drill"].resource_searching_radius local t110 = test["basic-mining-drill"].resource_searching_radius glob.player.print("test - " .. string.format("%d : 02%d", t109, t110)) no matt...
- Wed Jul 03, 2013 10:18 pm
- Forum: Modding help
- Topic: lua function to get mod list
- Replies: 4
- Views: 3419
lua function to get mod list
Ok, seems I have to manually create this data.raw table, but I can only find examples on doing it with known mods. I would like to create a data.raw for all mod items/entities/recipes that meet a type, in my current case, all mining-drill info on all loaded mods that are enabled/active. Since the mo...
- Wed Jul 03, 2013 8:34 pm
- Forum: Modding help
- Topic: How to get entity vars from a script
- Replies: 2
- Views: 2219
Re: How to get entity vars from a script
Well still no luck <.< I keep trying to use the wiki, it says all the info is stored in the data.raw table, but it always says the the table is empty when I doa serpent or when i access it its always nill I am using a require "dataloader" and running local t109 = data.raw.ammo["pierci...
- Wed Jul 03, 2013 4:37 pm
- Forum: Implemented mod requests
- Topic: limit modification options or a file that shows limits
- Replies: 3
- Views: 4839
limit modification options or a file that shows limits
Some ideas I had just got put on the back burner as it seems the engine has a limit to things preset and its a pain to find these limits as you have to increase by one, run game, see if crashes, close, add another, rinse repeat. For example the power pole/grid has a max value I assume to be 8, one l...
- Wed Jul 03, 2013 3:57 pm
- Forum: Modding help
- Topic: Electric furnace with 2 in/output slots
- Replies: 6
- Views: 4895
Re: Electric furnace with 2 in/output slots
The code itself would go into control.lua of the mod in the main dir along with the info.json and data.lua the lua scripting is complicated if you dont know how to script but I never scripted with it before till now and it is a much easier learning curve then the regular ones like learning to progra...
- Wed Jul 03, 2013 3:52 pm
- Forum: Modding help
- Topic: Suggestions or is it possible yet?
- Replies: 2
- Views: 2290
Re: Suggestions or is it possible yet?
I will play with some ideas, but seems might be a hold till later option, seems the engine limits alot of variables and havent found a workaround to them yet :\ I was working on a new power pole/substation that could supply a large area, like a factory center, but that also consumed power itself to ...
- Wed Jul 03, 2013 3:12 pm
- Forum: Modding help
- Topic: How to get entity vars from a script
- Replies: 2
- Views: 2219
How to get entity vars from a script
I am working on a detector script for mines, to see how much of a resource is around a drilling unit when i use the createdentity i can get the basics but not the resource_searching_radius variable so im curious for a way to look at all mods and base to get that variable for the games mines as well ...
- Wed Jul 03, 2013 2:28 pm
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 13910
Re: [0.5.X] Mod - several add ons, mining, power, radar, ect
Well I got the base code part on the WIP area back in a older version, tried it, didnt seem to work so tore the whole thing to peices, along with the defines/dataloader/util/freeplay files trying to learn to make it work, and make it work without editing the main base/core files so found how to use ...
- Wed Jul 03, 2013 4:01 am
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 13910
Re: [0.5.X] Mod - Fast Mining and mini solar
Version 0.0.4 Changes - Added a new building - Warning Radar Dish No research needed, recipe - electronic-circuit x5 iron-gear-wheel x5 iron-plate x10 - same as the games stock radar This new radar will add a warning notifier of pending attacks. Once built, you will get a confirmation message saying...
- Wed Jul 03, 2013 12:58 am
- Forum: Modding help
- Topic: Electric furnace with 2 in/output slots
- Replies: 6
- Views: 4895
Re: Electric furnace with 2 in/output slots
Well, im still new, only made one mod so far, but I think, key word here is think, that as it currently is the system is configured to work the way they intended it, and not having like a dual system in one. BUT the wonderfull thing is LUA scripting can, to a extent, make anything do anything with s...
- Wed Jul 03, 2013 12:49 am
- Forum: Modding help
- Topic: Suggestions or is it possible yet?
- Replies: 2
- Views: 2290
Suggestions or is it possible yet?
Well, leave it to me to always try to bite of a elephant. I was looking around some old projects for other games, and ran into one of my old mmorpg i was working on for a few years, and thought this would be good here..... now how to do it <.< The general idea, is a set of research projects and cons...