Search found 245 matches
- Tue May 31, 2016 5:01 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
You are correct in your analysis, this is what I found yesterday in the few minutes I had. Not initializing the resource settings will not do the trick though, as further code relies on the index structures to exist. Instead, I will store the initial structures in global and not re-initialize them i...
- Mon May 30, 2016 8:28 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
Sorry about the loading bug, I should have tested this, but I was so glad to be finally done with some major changes. The fix is coming soon - I do not think it is a huge problem. Regarding the non-endless mode. The changes you make are perfectly sane. You will not create any bugs. You may want to i...
- Sun May 29, 2016 2:52 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
And... here is the latest release with support for bob's mod and also support for any other resource-adding mod (I hope). There will still probably be some bugs, so please report if you find any. Also in this release: code rewrite for performance improvements, use native math.random See first page f...
- Tue May 24, 2016 6:47 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
Thank you.
This is because testmod implements its own ores and that's what confuses TO so far.
That will change in the next release (I hope).
This is because testmod implements its own ores and that's what confuses TO so far.
That will change in the next release (I hope).
- Wed May 04, 2016 4:41 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
Yes... sorry about your wasted hours... I hope I'll try to find some time this weekend to implement support for other ores and resource regeneration. And I am continuously improving the chunk generation overhead, so hopefully, there will not be so many funny things in the future. Although if also ha...
- Sat Apr 23, 2016 12:24 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
In that case, you may want to go with the normal size. Patches will grow with distance and you will find lucrative (=big) ones that will make you use a train. Also (and this is intentional and indicated), the resource settings do not work as in vanilla. I believe they work the way you would guess fr...
- Fri Apr 22, 2016 11:37 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
First of all, thank you for the feedback. Some of the things you mention (load times, mod support, no resetting of resources at runtime) have been called out before and are on the list to be fixed for the next version. What I do not understand, however, is that you complain about resource patches th...
- Wed Apr 13, 2016 11:05 pm
- Forum: Modding help
- Topic: Custom Item w/ Custom event
- Replies: 7
- Views: 2418
Re: Custom Item w/ Custom event
Hi and welcome to modding.
You are probably looking to use the events.on_built_entity event. Register it via the bootstrap (just like on_init, just use on_event): http://lua-api.factorio.com/0.12.30/Lua ... l#on_event
You are probably looking to use the events.on_built_entity event. Register it via the bootstrap (just like on_init, just use on_event): http://lua-api.factorio.com/0.12.30/Lua ... l#on_event
- Mon Apr 11, 2016 10:17 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
Hi,
I can make a switch in the config. Resources should still be somewhat balanced, but I will not design the balancing for the non-endless mode.
I can make a switch in the config. Resources should still be somewhat balanced, but I will not design the balancing for the non-endless mode.
- Mon Apr 11, 2016 6:40 am
- Forum: Modding help
- Topic: Check for presence of other mods
- Replies: 3
- Views: 1213
Re: Check for presence of other mods
Thanks for the replies.
I actually looked through the wiki and other mods' code. Problem being with negative search that it is hard to know that something actually does not exist.
Anyway, good news that it is available in 0.13 and I will check for entities in the meantime.
I actually looked through the wiki and other mods' code. Problem being with negative search that it is hard to know that something actually does not exist.
Anyway, good news that it is available in 0.13 and I will check for entities in the meantime.
- Sun Apr 10, 2016 9:34 pm
- Forum: Modding help
- Topic: Check for presence of other mods
- Replies: 3
- Views: 1213
Check for presence of other mods
Hi, what are possible ways to check for the presence of other mods (those that you may optionally depend on)? You can -of course- check for the presence of one of the entities the mod in question adds to the game. But that only works for entity-creating mods. Is there a generic interface? I thought ...
- Tue Apr 05, 2016 7:57 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
I'm having a problem with the resource generation, in that the map has apparently not been placing any ore deposits more than a certain distance away from the starting area. I suspect that the reason for this is related to the way that the mod selects locations to place deposits: I have the map gen...
- Mon Apr 04, 2016 11:49 am
- Forum: Modding help
- Topic: Adding A New Ore?
- Replies: 21
- Views: 10873
Re: Adding A New Ore?
I do not think that there is a tutorial specifically targeted at creating new ores. Differences that I have seen so far are mostly between using autoplace controls or not. In any case, you will have to define your ore as a new entity prototype. Autoplace controls are used by Factorio to place resour...
- Mon Apr 04, 2016 11:41 am
- Forum: Modding help
- Topic: Questions
- Replies: 5
- Views: 1971
Re: Questions
This does not answer your question, but here are some tips: Try to find a better subject, you have used the probably most generic one that exists Please provide more information: what have you tried so far, what exactly don't you understand, etc. at the moment, it looks like you are too lazy to look...
- Mon Apr 04, 2016 10:59 am
- Forum: Balancing
- Topic: Passive providers chests are useless when you get them
- Replies: 10
- Views: 10603
Re: Passive providers chests are useless when you get them
I like the split between "basic building capabilities" and the tremendously powerful "moving goods around" parts. However, I do agree with bobingabout that the techtree needs some tweaking here. Probably a basic research for robotics, after which you can go for the construction b...
- Mon Apr 04, 2016 10:51 am
- Forum: Balancing
- Topic: Why isn't coal needed to make steel?
- Replies: 5
- Views: 3152
Re: Why isn't coal needed to make steel?
Also because games need to abstract from real life to stay "fun". In real life you cannot deconstruct at no cost... just as an example.
If you are looking for more complex production chains, I suggest bob's mods.
If you are looking for more complex production chains, I suggest bob's mods.
- Mon Apr 04, 2016 10:48 am
- Forum: Combinator Creations
- Topic: Laxori's Central Request System (TM)
- Replies: 1
- Views: 2125
Re: Laxori's Central Request System (TM)
Hi, I think this is a very neat design in that it seems quite useful (not yet sure about the setup effort and how viable it is in situations where you do not have room for the "production combinator"). Given that it is not overly complicated to understand/use, I believe that this design co...
- Sun Apr 03, 2016 1:38 am
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 41798
Re: [MOD 0.12] Hazzard's Gravestone Mod
concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some
- Wed Mar 30, 2016 2:34 pm
- Forum: Technical Help
- Topic: [0.12.X] Desync if doing stuff with pipes
- Replies: 5
- Views: 1847
Re: [0.12.X] Desync if doing stuff with pipes
Try removing the mod "TrainOutpost". From what I'm seeing it's broken when it comes to multiplayer and determinism as it re-inits its own version of a random number generator every time you load the game. Loading the game happens for anyone connecting to another persons game so every peer...
- Tue Mar 29, 2016 11:24 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87108
Re: [MOD 12.11+] Train Outposts
I really like this mod and have played a while with it. I have noticed a serious delay after loading an existing map. Xterminator commented on this too in a video. As there are no error 'per se' I can not present any screen dumps or other data. How can we help fix this? See a few posts up. You will...