Search found 55 matches

by midnight109
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 ...
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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 :P 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 :)
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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...
by midnight109
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 ...
by midnight109
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 ...
by midnight109
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 ...
by midnight109
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...
by midnight109
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...
by midnight109
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...

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