Search found 55 matches
- Tue Jul 21, 2015 10:03 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 197409
Re: Uranium Power
It seems the "0.11.x" version 0.6.0 is actually the "0.12" version.
- Sun Jul 19, 2015 12:37 pm
- Forum: General discussion
- Topic: Side by Side Install 11.x / 12.x
- Replies: 19
- Views: 13360
Re: Side by Side Install 11.x / 12.x
And how does that work for people with Macs?FishSandwich wrote:This is what the zip version is for.
- Sat Jul 18, 2015 9:49 pm
- Forum: Implemented Suggestions
- Topic: Flammable Trees
- Replies: 2
- Views: 1327
Re: Flammable Trees
Some people just want to watch the world burn... *ahem* Yeah, this would be neat, but remember the lesson of Dwarf Fortress and fire: unless there's a go-to way to deal with fire, and the code for units to use it (burning biters should seek the nearest extinguishment doodad above all else), it is lu...
- Thu Jul 16, 2015 3:53 pm
- Forum: Mods
- Topic: [0.11.X]Big Stacks!
- Replies: 9
- Views: 13813
Re: [0.11.X]Big Stacks!
local StackSize = 1000 for _,dat in pairs(data.raw) do for _,items in pairs(dat) do if items.stack_size and items.stack_size > 1 and items.stack_size < StackSize then items.stack_size = StackSize end end end Stack size of 1000 is currently larger than anything in the game, but you never know...
- Fri Jul 03, 2015 3:47 am
- Forum: Ideas and Suggestions
- Topic: Bot Exclusion Zones
- Replies: 19
- Views: 21580
Re: Bot Exclusion Zones
Why is everyone saying that the pathfinding for the bots will be expensive? Pathfinding for biters and such is expensive because there are a lot of potential ways to arrive at any point P between points A and B. Each little 1m x 1 m square is a potential point the biter can arrive in (or blocked fro...
- Wed Jul 01, 2015 3:21 pm
- Forum: Implemented Suggestions
- Topic: Inverse filter setting (Is not filter, take all except...)
- Replies: 32
- Views: 18765
Re: Inverse filter setting (Is not filter, take all except...)
We need, if not a blacklist filter inserter in the default game, at least a hook into the inserter prototype to mod one. I've checked some inserter mods as well as the prototype definition. There's no way to invert the sense of the filter from a regular whitelist (as it is now) to a blacklist. And I...
- Wed Jul 01, 2015 2:20 pm
- Forum: Ideas and Suggestions
- Topic: factorio launcher / profile manager
- Replies: 13
- Views: 6929
Re: factorio launcher / profile manager
But yeah, Minecraft does use "plain easy config files" exclusively. Adding a launcher won't change that. And thats not only minecraft, it's almost everywhere, if you want an extra instance you've to set up it by yourself. And befor someone comes with a third party launcher ala FTB, nope t...
- Wed Jul 01, 2015 1:56 pm
- Forum: Ideas and Suggestions
- Topic: factorio launcher / profile manager
- Replies: 13
- Views: 6929
Re: factorio launcher / profile manager
Do they use a plain text file even for their now-quite-old launcher? I thought I saw human-unfriendly xml being involved. Also adding a mod stopped being a "dump mod into mods dir, edit config, run" zeroclick type of deal. Did they finally resolve that ID thing? That "api" truly...
- Wed Jul 01, 2015 3:24 am
- Forum: Ideas and Suggestions
- Topic: factorio launcher / profile manager
- Replies: 13
- Views: 6929
Re: factorio launcher / profile manager
Uh... Minecraft does use "plain easy config files" β never seen Minecraft or any of its mods use anything different. The problem with MC's configs is just that the mods have gotten way more complicated and for a while it was hard to manage a bunch of numeric block/item IDs (thank goodness ...
- Mon Jun 29, 2015 11:38 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82303
Re: [0.11.x] Y.Petremann's mods (6 mods)
Just a heads up, but you need to add some localization to your Creative Mode mod. See, it exposes the "fluid" subgroup in your crafting/inventory GUI, so you get that dorky message that some key is undefined when you hover over the new category. Adding the following to the appropriate loca...
- Fri Jun 26, 2015 1:03 am
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50343
Re: Friday Facts #91 - Being the evil guy
I hope that there will be ways to adjust the sensitivity of the environment, or even for each individual trees.
- Fri Jun 26, 2015 12:32 am
- Forum: Mods
- Topic: [MOD 0.16.x to 0.13.x] Tree Collision Box - easy passage
- Replies: 29
- Views: 38926
Re: Tree Collision Box - easy passage (optionally low health)
I'm loving this mod! Forests were always a nightmare to navigate through on foot (and I do a lot of running through forests on foot), but this makes things really much easier.
- Wed Jun 03, 2015 1:19 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 76593
Re: [0.11.X] Oxygen
As someone who has implement LUA as a scripting language in multiple different games, hell no. Deep comparisons are costly as hell. And as a general programmer, I can tell you that such things are sometimes necessary to ensure consistent behavior. They aren't too bad as long as you don't do them to...
- Mon Jun 01, 2015 12:26 am
- Forum: Ideas and Suggestions
- Topic: Hostile plants
- Replies: 3
- Views: 2184
Re: Hostile plants
Preventing turret creep won't make fighting biters interesting.
- Mon Jun 01, 2015 12:07 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 76593
Re: [0.11.X] Oxygen
I think it may be an aliasing issue. == is testing whether the two compare equal in some implementation-dependent way. I suspect that it's probably a bit-wise comparison. If v is a copy of game.player, it is not necessarily (and probably isn't) bit-equal with game.player. Instead it's a whole differ...
- Sat May 30, 2015 1:25 am
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17382
Re: Prospect Mod
I guess I came across a little more snipey than I thought. I was, in part, just giving you a hard time. However, while I like the concept of the mod, I can't really abide by a placeholder cost. I play with mods to have fun, and that includes some attempt to balance cost against usefulness. I already...
- Sat May 30, 2015 1:02 am
- Forum: Modding help
- Topic: Variable power usage
- Replies: 6
- Views: 2240
Re: Variable power usage
Did you remember to pass your energy consumption change function to an event handler? Just asking, because code that is to be run in mods are triggered during events.
- Fri May 29, 2015 11:33 pm
- Forum: Modding help
- Topic: Order Property?
- Replies: 4
- Views: 2059
Re: Order Property?
Ah! So the brackets are like a comment! Good to know!
- Thu May 28, 2015 10:37 pm
- Forum: Modding help
- Topic: Order Property?
- Replies: 4
- Views: 2059
Re: Order Property?
I think we need a more concrete example. Say we want to put the Better Electric Pole between the medium electric pole and the big electric pole, instead of before the medium electric pole as it does now. How do we change this line of prototypes/item/electric-pole.lua order = "a[energy]-b[medium...
- Sun May 24, 2015 11:45 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 17382
Re: Prospect Mod
Really? Raw ore to craft a geology lab and maps? I know ore has little use, come on. I recommend that your materials be a little more refined. Something like the radar, maybe, only replacing iron plate with copper plate or something. As to the maps... how about a copper plate plus an electronic circ...