Search found 177 matches
- Thu Aug 27, 2015 5:41 am
- Forum: Won't implement
- Topic: Make the API less rigid.
- Replies: 27
- Views: 25538
Re: Make the API less rigid.
As a rule of thumb give modders enough information and utilities to fully emulate existing stuff without copying the built in entities.
I don't understand this - you want to be able to emulate existing stuff but without copying existing stuff. The statement contradicts its self O.o
Not really ...
- Thu Aug 27, 2015 4:55 am
- Forum: Mods
- Topic: [MOD 0.12.x] Deathcycles - Drive Fast, Die Often
- Replies: 8
- Views: 14742
[MOD 0.12.x] Deathcycles - Drive Fast, Die Often
Behold, placeholder art!
http://puu.sh/jQ4bS.jpg
Deathcycles are the perfect vehicle for those times when you need to get across your factory right now or die trying. They are fast but fragile. Very fuel efficient, but without any cargo space. Also, they have a shotgun, because their one true ...
http://puu.sh/jQ4bS.jpg
Deathcycles are the perfect vehicle for those times when you need to get across your factory right now or die trying. They are fast but fragile. Very fuel efficient, but without any cargo space. Also, they have a shotgun, because their one true ...
- Wed Aug 26, 2015 1:38 pm
- Forum: Gameplay Help
- Topic: Biter bases
- Replies: 9
- Views: 11984
Re: Biter bases
respawns are not magic. Groups of biters form from existing bases and move together to go found new bases. So if there are no biters, there won't be new biter bases, ever - well, except in new chunk generation, if you somehow changed the map gen settings on a save - dunno if that's even possible?
- Wed Aug 26, 2015 2:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 48758
Re: [MOD 0.12.x] Logistic Combinators
Thanks, this was greatly needed.
I have 2 suggestions for the mod.
One thing I would suggest you add to it, is that when placing an Logistic Combinator, then highlight the logistic area so it's easier to see if you are in the logistic area, just like the logistic chests and roboports does ...
I have 2 suggestions for the mod.
One thing I would suggest you add to it, is that when placing an Logistic Combinator, then highlight the logistic area so it's easier to see if you are in the logistic area, just like the logistic chests and roboports does ...
- Tue Aug 25, 2015 8:18 am
- Forum: Gameplay Help
- Topic: Labs and Research Rates
- Replies: 13
- Views: 15177
Re: Labs and Research Rates
labs basically craft research.
This.
Back before a12, there might have been some waste sometimes, but with a12 it's supposed to be always percentage-perfect, with the magic science potions being depleted gradually as research is crafted from them, rather like Ammo cartridges are gradually ...
This.
Back before a12, there might have been some waste sometimes, but with a12 it's supposed to be always percentage-perfect, with the magic science potions being depleted gradually as research is crafted from them, rather like Ammo cartridges are gradually ...
- Mon Aug 24, 2015 11:20 pm
- Forum: Gameplay Help
- Topic: Labs and Research Rates
- Replies: 13
- Views: 15177
Re: Labs and Research Rates
labs basically craft research. Each technology has a research recipe - with ingredients (science packs) and a time to craft in seconds - and a count, of how many research must be crafted to finish that technology.
Ex, automation 1's research recipe is just 1 red science pack, and takes 10 seconds ...
Ex, automation 1's research recipe is just 1 red science pack, and takes 10 seconds ...
- Mon Aug 24, 2015 4:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 123188
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
I am a bit concerned about the power usage. I mean 8 kW isn't super expensive, but it's not cheap either. A row of 5 Tubes, to display the contents of a bunch of Tanks with 5 digits, is 40 kW, that's almost 10% of one Steam Engine. Well... Maybe it is right.
8kW seemed about right to me, but I ...
8kW seemed about right to me, but I ...
- Mon Aug 24, 2015 4:15 am
- Forum: Modding discussion
- Topic: Game clock
- Replies: 2
- Views: 6099
Re: Game clock
evogui includes a clock, and can be configured to show only the clock if you really want (by default it shows the play time instead of the clock, because reasons, but click the little "s" to open the settings)
- Sun Aug 23, 2015 6:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 25
- Views: 34172
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
unles you flip vertically, in which case belts that were left to right still do.Boogieman14 wrote:Nope, that's not mirrored, that's rotated
When you rotate twice, belts that used to go down now go up. When you flip, the belts still go down.
- Sun Aug 23, 2015 3:05 pm
- Forum: Gameplay Help
- Topic: Command for removing ores?
- Replies: 3
- Views: 28849
Re: Command for removing ores?
Code: Select all
local pos=game.local_player.position for k,v in pairs(game.surfaces.nauvis.find_entities_filtered{area={{pos.x-10,pos.y-10},{pos.x+10,pos.y+10}}, type="resource"}) do if v.name:match("%-ore$") then v.destroy() end end
- Sun Aug 23, 2015 1:52 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 227426
Re: [0.12.x] RSO Discussion thread
As for multiplayer support - I'm a bit reluctant to play with it due to lack of ability to test stuff.
You will need to make sure that starting areas are stored and then used to ensure that nothing is spawned in starting area size distance from each of them. It shouldn't be difficult to add tho ...
You will need to make sure that starting areas are stored and then used to ensure that nothing is spawned in starting area size distance from each of them. It shouldn't be difficult to add tho ...
- Sun Aug 23, 2015 1:16 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 227426
Re: [0.12.x] RSO Discussion thread
words are wordy, so I'll pause for a screenshot of the map with it generating 4 starting areas with separation 2
http://puu.sh/jKJ4p.png
Does this ensure water in the starting areas?
Not as yet. It also doesn't keep biters off your lawn - they won't actually spawn in the starting areas, but ...
- Sun Aug 23, 2015 12:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 25
- Views: 34172
[MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Blueprint Flipper
This version has been discontinued; for the immediate future, look to Roktaal's thread , he will be maintaining it.
http://puu.sh/jL21v.jpg
Info:
Adds a pair of small gui buttons that you can click on while holding a blueprint to mirror that blueprint, horizontally or ...
This version has been discontinued; for the immediate future, look to Roktaal's thread , he will be maintaining it.
http://puu.sh/jL21v.jpg
Info:
Adds a pair of small gui buttons that you can click on while holding a blueprint to mirror that blueprint, horizontally or ...
- Sat Aug 22, 2015 9:59 pm
- Forum: Not a bug
- Topic: [0.12.4] Can use level 3 modules in basic beacons
- Replies: 5
- Views: 7856
Re: [0.12.4] Can use level 3 modules in basic beacons
try that again? They won't take productivity modules of any level, but speed and efficiency they accept all levels.Madara Uchiha wrote:When you try to insert them normally, an error message somewhere along the lines of "Only level 1 modules can be used in the basic beacon".
- Sat Aug 22, 2015 9:27 pm
- Forum: Not a bug
- Topic: [0.12.4] Can use level 3 modules in basic beacons
- Replies: 5
- Views: 7856
Re: [0.12.4] Can use level 3 modules in basic beacons
this is the first time I've heard it suggested they're not supposed to. You can insert them by just inserting them normally, too, it's not unique to ctrl-clicking or anything. Preeetty sure this is intended and expected behavior?
- Sat Aug 22, 2015 7:36 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 227426
Re: [0.12.x] RSO Discussion thread
With forces having been more fully implemented in 0.12.x and pvp, or any mp modes with multiple teams with separate tech etc - becoming viable (see klonan's start on a pvp mod here ), the question of multiple starting areas has begun to come up in earnest.
Last night I decided to start poking at ...
Last night I decided to start poking at ...
- Sat Aug 22, 2015 4:06 am
- Forum: Balancing
- Topic: Build time 0.5s for Logistics/Construction Robots
- Replies: 13
- Views: 28547
Re: Build time 0.5s for Logistics/Construction Robots
As a rule .5s seems to be the crafting time for "things most players will never mass-produce, only hand-craft." Bots are a bit of an exception, but ultimately your production is limited by the 20s for a bot frame, and it seems reasonable in my head at least that the difference between a logistics ...
- Fri Aug 21, 2015 6:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] dying on alt surface in MP -> respawn redraw fail
- Replies: 2
- Views: 3354
[0.12.4] dying on alt surface in MP -> respawn redraw fail
when you die on a surface other than nauvis in MP, you respawn to nauvis, but initially it will still render some of the surface you died on?
Repro case with the very early wip of my tardis mod...
launch a mp world wiht the mod. Connect to the world. (shouldn't actually need multiple players, one ...
Repro case with the very early wip of my tardis mod...
launch a mp world wiht the mod. Connect to the world. (shouldn't actually need multiple players, one ...
- Fri Aug 21, 2015 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] Multi-surface POOF Redux
- Replies: 1
- Views: 3114
[0.12.4] [kovarex] Multi-surface POOF Redux
The same bug was reported before, here and moved to "resolved" for 0.12.3, but I'm still seeing this with my tardis mod's surfaces in 0.12.4?
:update: it seems to be an issue with create_entity specifically, doesn't happen when players build items manually (tested this in mp)
This is an early wip ...
:update: it seems to be an issue with create_entity specifically, doesn't happen when players build items manually (tested this in mp)
This is an early wip ...
- Thu Aug 20, 2015 5:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 123188
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
For the moment, Nixie Tubes does what I set out to make it do, so other than bug fixes, no immediate plans to add major features, I'm afraid. Too many other ideas for mods I want to work on first!
Down the road, who knows? I've got some ideas, including some things along the lines you're asking for ...
Down the road, who knows? I've got some ideas, including some things along the lines you're asking for ...