Search found 118 matches
- 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...
- 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
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.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.
- Wed Aug 07, 2013 6:28 pm
- Forum: Modding help
- Topic: New types and recipes?
- Replies: 7
- Views: 5361
Re: New types and recipes?
One of the best lines I've ever seen. And so true!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.
You, sir, deserve the smile of a wise man.
- 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...
- 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...
- 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!
- 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...
- 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'...
- 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>...
- 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.
- 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
Awesome, thanks. I personally don't plan on making any, but I'm sure someone will!slpwnd wrote:Just added it.zer0t3ch wrote:Also, that reminds me: Is there going to be a scenario/map section added to the "Contributions" forum?
- Tue Aug 06, 2013 10:23 pm
- Forum: Modding help
- Topic: onguiclick-event
- Replies: 10
- Views: 5934
Re: onguiclick-event
Damn. Is that planned?slpwnd wrote:Nope, at the moment there are no filters implemented for the events subscriptions.zer0t3ch wrote: Would something like this work:
CODE: SELECT ALL
game.onevent(defines.events.onguiclick.element.name.fooButton1, function(event) blah blah blah end)
- Tue Aug 06, 2013 10:23 pm
- Forum: Modding discussion
- Topic: looking for a team
- Replies: 11
- Views: 11275
Re: looking for a team
Automatic updating, disabling/enabling without deletion, and possibly "texture pack" management.slpwnd wrote:What sort of functionality do you have in mind for the mod manager?
- 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 ...
- 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...
- 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
- 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
- Mon Aug 05, 2013 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Web Access
- Replies: 13
- Views: 12145
Re: Web Access
Is there any chance of it being added?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).
- 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 ...
- 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...