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by zer0t3ch
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?
by zer0t3ch
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...
by zer0t3ch
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

slpwnd wrote:It is on our todo list. I suppose it will come in 0.7.x.
^_^ I'm getting really hyped for v0.7!
by zer0t3ch
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

slpwnd wrote:The idea for "extended glob table" has been around for a while. It will happen eventually:)
What's the word on the new GUI elements?
by zer0t3ch
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...
by zer0t3ch
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...
by zer0t3ch
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...
by zer0t3ch
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...
by zer0t3ch
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...
by zer0t3ch
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 ...
by zer0t3ch
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...
by zer0t3ch
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...
by zer0t3ch
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...
by zer0t3ch
Sat Aug 03, 2013 11:02 pm
Forum: Implemented Suggestions
Topic: Advanced mining drill
Replies: 8
Views: 17393

Re: Advanced mining drill

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
What about take 2 away, put 2 away? How would you get that?
by zer0t3ch
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.
by zer0t3ch
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.
by zer0t3ch
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...
by zer0t3ch
Sat Aug 03, 2013 7:26 pm
Forum: Ideas and Suggestions
Topic: Ideas and Suggestions
Replies: 5
Views: 7164

Re: Ideas and Suggestions

Holy-Fire wrote:
ssilk wrote:... decimal-points ... is maybe 1-3 hours...
Shouldn't take more than 10 minutes.
Depends on how they coded it to begin with. It actually might take that long, although it probably is a BIT of an exaggeration.
by zer0t3ch
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 ...
by zer0t3ch
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...

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