Search found 118 matches

by zer0t3ch
Thu Aug 08, 2013 2:15 pm
Forum: Ideas and Suggestions
Topic: Roads (stone, asphalt)/moving+driving quicker
Replies: 26
Views: 12293

Re: Roads

Do you mean more or less like the harvesters in Dune or Command&Conquer? The robot-station is eventually also a concept, which might match that. ( viewtopic.php?f=6&t=1073&start=10 ) -snip- powered conveyors, which would enable you to attach mines and turrets to them. +1 This shounds aw...
by zer0t3ch
Thu Aug 08, 2013 12:11 am
Forum: Maps and Scenarios
Topic: Story maps by MpPozor
Replies: 21
Views: 26132

Re: Story and challenges maps by MpPozor

MpPozor wrote:I liked to use adf.ly only for shorter links but...
Sorry for that. It's fixed.
You CAN copy that adress (right click and copy).
Thanks you.
Sorry to be such a d**k. I really believe in adf.ly but on such a small scale, it's annoying when people use it.
by zer0t3ch
Wed Aug 07, 2013 6:28 pm
Forum: Modding help
Topic: New types and recipes?
Replies: 7
Views: 5361

Re: New types and recipes?

drs9999 wrote:Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime.
One of the best lines I've ever seen. And so true!

You, sir, deserve the smile of a wise man. :ugeek:
by zer0t3ch
Wed Aug 07, 2013 6:26 pm
Forum: Maps and Scenarios
Topic: Story maps by MpPozor
Replies: 21
Views: 26132

Re: Story and challenges maps by MpPozor

Hello and welcome in my map pack (mod). It has 2 parts. Story part It contains only one map for this time. It can be part of story. Challenges part Only one challange for today. It's about collecting some items. Download: 0.0.1 - Changes - 1 story, 1 challange 0.0.2 - waiting for your choose Instal...
by zer0t3ch
Wed Aug 07, 2013 6:24 pm
Forum: Modding discussion
Topic: looking for a team
Replies: 11
Views: 11275

Re: looking for a team

Ok I did not think about that case. But for that I suggest a disable-broken-mod-funtionality in-game. So if your game crashs before you enter the main-menu the mod is disabled on the next start and the game should not crash anymore. And because I think the crash report is a good feature for debuggi...
by zer0t3ch
Wed Aug 07, 2013 6:22 pm
Forum: Maps and Scenarios
Topic: A-Maze-ing & Snaketorio
Replies: 7
Views: 17129

Re: A-Maze-ing & Snaketorio

Looks very nice, I'll try them when I get home. I knew someone would use this forum section!
by zer0t3ch
Wed Aug 07, 2013 9:07 am
Forum: Modding discussion
Topic: looking for a team
Replies: 11
Views: 11275

Re: looking for a team

disabling/enabling without deletion Why doing it externally when it already can be done in-game?! And for the texture packs, if I am not missing anything, there are actually zero texture packs available, so nothing much to manage ;) Anyways, there might be a use for it in the future, because it wou...
by zer0t3ch
Wed Aug 07, 2013 9:01 am
Forum: Gameplay Help
Topic: pipes - "water flow resistance"?
Replies: 23
Views: 19001

Re: pipes - "water flow resistance"?

Actually pipes are more complex than using just pressure difference, (water inertia has to be used as well), and they are currently a little broken (at least I consider them broken, They are not broken. In real life example you would face similar dificulties or shuld I say even more dificulties. I'...
by zer0t3ch
Wed Aug 07, 2013 8:59 am
Forum: Modding help
Topic: New types and recipes?
Replies: 7
Views: 5361

Re: New types and recipes?

I dont know off the top of my head, but a lot of these questions can be answered by looking at the base game code. Essentially all items in the game are added in the form of mods, so if you look at how the base game items do it, you can do it yourself. look here for the base mod: <install directory>...
by zer0t3ch
Wed Aug 07, 2013 6:37 am
Forum: Modding help
Topic: New types and recipes?
Replies: 7
Views: 5361

Re: New types and recipes?

If your selfmade furnace is specified as a furnace in the code, then it will automatically do all smelting stuff.
by zer0t3ch
Tue Aug 06, 2013 10:24 pm
Forum: Ideas and Requests For Mods
Topic: [Reguest] Map Tool
Replies: 15
Views: 12019

Re: [Reguest] Map Tool

slpwnd wrote:
zer0t3ch wrote:Also, that reminds me: Is there going to be a scenario/map section added to the "Contributions" forum?
Just added it.
Awesome, thanks. I personally don't plan on making any, but I'm sure someone will!
by zer0t3ch
Tue Aug 06, 2013 10:23 pm
Forum: Modding help
Topic: onguiclick-event
Replies: 10
Views: 5934

Re: onguiclick-event

slpwnd wrote:
zer0t3ch wrote: Would something like this work:

CODE: SELECT ALL
game.onevent(defines.events.onguiclick.element.name.fooButton1, function(event) blah blah blah end)
Nope, at the moment there are no filters implemented for the events subscriptions.
Damn. Is that planned?
by zer0t3ch
Tue Aug 06, 2013 10:23 pm
Forum: Modding discussion
Topic: looking for a team
Replies: 11
Views: 11275

Re: looking for a team

slpwnd wrote:What sort of functionality do you have in mind for the mod manager?
Automatic updating, disabling/enabling without deletion, and possibly "texture pack" management.
by zer0t3ch
Tue Aug 06, 2013 10:21 pm
Forum: Modding help
Topic: Persistant Data
Replies: 6
Views: 4083

Re: Persistant Data

Anythin in the glob table is "automagically" saved and loaded for you. It works for plain data (integers, strings, tables, etc.) as well as for factorio objects (lua entity, lua technology, etc.). I would avoid storing functions in there. That's useful. I've been storing all my functions ...
by zer0t3ch
Tue Aug 06, 2013 7:21 am
Forum: Modding discussion
Topic: looking for a team
Replies: 11
Views: 11275

looking for a team

I'm thinking of starting a modding/development collaboration. (kind of like a think-tank) Anyone is welcome. Essentially we would all work together to make and mantain mods. (Or utilities) For example, I plan on beginning work on a mod manager soon that I could probably use some help on. Reply if in...
by zer0t3ch
Tue Aug 06, 2013 7:11 am
Forum: Ideas and Suggestions
Topic: Web Access
Replies: 13
Views: 12145

Re: Web Access

>_> So much for my autoupdating mod. (Or one that can at least tell you when there's a new update) I guess my mod manager will have to becpome a reality... :3
by zer0t3ch
Tue Aug 06, 2013 1:54 am
Forum: Modding help
Topic: Persistant Data
Replies: 6
Views: 4083

Persistant Data

Is there any way to store persistent data?
  • I'm playing a game
  • I save the game (I plan on using the game.onsave() event to know when to store the data)
  • I close Factorio
  • Open it back up later
  • Load the save game
  • The variable that I stored is still there for access
by zer0t3ch
Mon Aug 05, 2013 11:29 pm
Forum: Ideas and Suggestions
Topic: Web Access
Replies: 13
Views: 12145

Re: Web Access

cube wrote:It's not in Factorio and I don't believe it is in lua without additional libraries (which you cannot use in Factorio).
Is there any chance of it being added?
by zer0t3ch
Mon Aug 05, 2013 6:31 pm
Forum: Ideas and Requests For Mods
Topic: [Reguest] Map Tool
Replies: 15
Views: 12019

Re: [Reguest] Map Tool

Actually I am really not happy with how the extended entity info works now. For instance when I want to change couple of entities to undestroyable I need to open the gui for every single of these and tick a checkbox. For this I have in mind something like an "undestroyability brush" that ...
by zer0t3ch
Mon Aug 05, 2013 6:29 pm
Forum: Modding help
Topic: onguiclick-event
Replies: 10
Views: 5934

Re: onguiclick-event

Just an idea, but you could make a handler for every of your buttons. Then make a table that is indexed by the button names and the values are those functions. Then when the event comes simply lookup the handling function in the table of yours and call it. For this to work properly with serializati...

Go to advanced search