Search found 118 matches
- Mon Aug 05, 2013 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Web Access
- Replies: 13
- Views: 12153
Web Access
I don't know if this exists by default in LUA, or if you already have support for it in Factorio, but is there (or will there be) some way to access files on the web?
- Mon Aug 05, 2013 6:25 pm
- Forum: Mods
- Topic: [Mod Manager + WIP] Factorio Resource Manager
- Replies: 15
- Views: 20712
Re: [Mod Manager + WIP] Factorio Resource Manager
Doesn't look like that. In Factorio 0.3.x the native mod support was introduced which made this half obsolete half broken I am afraid. Even though the native mod support is there, I think I'll be making my own mod manager that can just manage the downloaded mods, enable/disable, and possibly includ...
- Mon Aug 05, 2013 6:23 pm
- Forum: Implemented mod requests
- Topic: Changing/checking tiles with the lua code
- Replies: 7
- Views: 5543
Re: Changing/checking tiles with the lua code
^_^ I'm getting really hyped for v0.7!slpwnd wrote:It is on our todo list. I suppose it will come in 0.7.x.
- Mon Aug 05, 2013 6:23 pm
- Forum: Implemented mod requests
- Topic: Additional UI elements and adv. glob namespace
- Replies: 5
- Views: 6238
Re: Additional UI elements and adv. glob namespace
What's the word on the new GUI elements?slpwnd wrote:The idea for "extended glob table" has been around for a while. It will happen eventually:)
- Mon Aug 05, 2013 6:22 pm
- Forum: General discussion
- Topic: Mod Licenses
- Replies: 13
- Views: 15585
Re: Mod Licenses
Believe I've downloaded mods for other games where the info said that the mod was the property of the original owner, and that all changes would also belong to the original owner should he return and claim it. Don't know if this is a common/accepted way of doing things though. So you mean if I were...
- Mon Aug 05, 2013 4:12 am
- Forum: Modding discussion
- Topic: Modding Development Best Practices
- Replies: 4
- Views: 6423
Re: Modding Development Best Practices
Is there any way to print debug logs other than using 'print' statements? Is there any reason to use anything else? Also, I think the generic "print("text")" doesn't always work correctly, so get into the habit of using this: game.player.print("text") I would like to m...
- Sun Aug 04, 2013 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 12340
Re: Roads
that is pathfinding in an open area. With roads, wich are fixed paths with very few options, you don't need that, just some simple boolean for the crossings. And how does the truck know which boolean to choose...? It's exactly the same problem. I agree though that it's simple, A* is a basic algorit...
- Sun Aug 04, 2013 9:08 pm
- Forum: General discussion
- Topic: Mod Licenses
- Replies: 13
- Views: 15585
Re: Mod Licenses
I don't know what the law says. But morally I think it is ok, as long as the original author is mentioned in the changelog and the mod description. I did this when I continued the spell50 mod for baldurs gate for example, and never had problem with that. Thank you. I think I'll be doing that. [EDIT...
- Sun Aug 04, 2013 8:20 pm
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 12340
Re: Roads
See this http://en.wikipedia.org/wiki/A*_search_algorithm Like the animation, which shows very good how the algorithm works. Factorio uses for the creepers a modified A*. And of course, the trains need a path finding too. That's very cool, I forgot about creeper pathfinding. Theoretically one could...
- Sun Aug 04, 2013 5:45 am
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 12340
Re: Roads
nah dunno, pathfinding on marked road is no biggy, the loading/unloading is already there, filters to. The only difference between the truck and the UFO-thing would be the paths, I would suspect. I don't know how the code is built but I would guess that most of the functions are already done, with ...
- Sun Aug 04, 2013 4:50 am
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8321
Re: How can i add new items?
Are you using the Factorio version that matches the tutorial you were following? (v0.3/0.4 I think?) Or at least the Factorio version that matches the version of TreeFarm mod you were looking at? **EDIT Just looked at the RAR, and your folder structure looks wrong. Look at treefarm mod for referenc...
- Sun Aug 04, 2013 4:47 am
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 12340
Re: Roads
After playing a while now, I feel that once flight etc. has been researched the logistics gets to easy. How about removing that flying disc and use roads? The difference with roads instead of the transport lines railroads etc is that a truck would be able to move freely around the road network, you...
- Sun Aug 04, 2013 1:34 am
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8321
Re: How can i add new items?
I did read https://forums.factorio.com/forum/viewtopic.php?f=34&t=709 but i did not understand all because i´am from germany and read english is a little bit hard for me^^ And i looked into the treefarm mod to see how it works but that helped me only to understand the control.lua and some other...
- Sat Aug 03, 2013 11:02 pm
- Forum: Implemented Suggestions
- Topic: Advanced mining drill
- Replies: 8
- Views: 17393
Re: Advanced mining drill
What about take 2 away, put 2 away? How would you get that?drs9999 wrote:Mode A: take items from 2 tiles away; put items 1 tile away
Mode B: take items from 1 tile away; put items 2 tiles away
- Sat Aug 03, 2013 8:02 pm
- Forum: Modding help
- Topic: onguiclick-event
- Replies: 10
- Views: 5943
Re: onguiclick-event
I was just proposing an idea for prefixing elements, because I thought you were creating your own elements, but I kinda see now.
I haven't really done any factorio modding yet, so I was looking at it from a VERY simplistic LUA standpoint.
I haven't really done any factorio modding yet, so I was looking at it from a VERY simplistic LUA standpoint.
- Sat Aug 03, 2013 7:40 pm
- Forum: Gameplay Help
- Topic: Enemy Base richness
- Replies: 4
- Views: 12655
Re: Enemy Base richness
I believe it changes the artifacts.
- Sat Aug 03, 2013 7:28 pm
- Forum: General discussion
- Topic: Mod Licenses
- Replies: 13
- Views: 15585
Re: Mod Licenses
Believe I've downloaded mods for other games where the info said that the mod was the property of the original owner, and that all changes would also belong to the original owner should he return and claim it. Don't know if this is a common/accepted way of doing things though. So you mean if I were...
- Sat Aug 03, 2013 7:26 pm
- Forum: Ideas and Suggestions
- Topic: Ideas and Suggestions
- Replies: 5
- Views: 7164
Re: Ideas and Suggestions
Depends on how they coded it to begin with. It actually might take that long, although it probably is a BIT of an exaggeration.Holy-Fire wrote:Shouldn't take more than 10 minutes.ssilk wrote:... decimal-points ... is maybe 1-3 hours...
- Fri Aug 02, 2013 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Robot station
- Replies: 3
- Views: 7989
Re: Robot station
I don't see it like this. They are really simple, only 3 commands. The inserters also have a "program". Or factories. And how should I play a map with very much wood? It's is totally boring to run 1 hour around and cut trees. I see it also as a very important strategy decision: Will I go ...
- Fri Aug 02, 2013 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Ideas and Suggestions
- Replies: 5
- Views: 7164
Re: Ideas and Suggestions
I like the engagement, but have some questions: Do you have a special reason for that poll? Are there not many more suggestions/ideas? And I think decimal-points are so different to RTS-style-gameplay (The one is maybe 1-3 hours the other can take days or months). I didn't say this is a bad poll (I...