Search found 349 matches

by Nirahiel
Tue Oct 01, 2013 7:35 pm
Forum: Ideas and Suggestions
Topic: Wiring
Replies: 4
Views: 5500

Re: Wiring

Nah, because what I want to do requires a complete new code regarding the way worlds are managed :)
by Nirahiel
Tue Oct 01, 2013 7:26 pm
Forum: Ideas and Suggestions
Topic: Wiring
Replies: 4
Views: 5500

Re: Wiring

I could work on something, if I had access to the source.
I already have some ideas on how one could setup this thing :)
by Nirahiel
Tue Oct 01, 2013 7:25 pm
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 65503

Re: [MOD 0.7.0] Industrio V0.2.1

Mod updated to v0.2.2
Added grinder !
by Nirahiel
Tue Oct 01, 2013 5:44 pm
Forum: Modding help
Topic: Resetting technology
Replies: 6
Views: 3892

Re: Resetting technology

FreeER wrote:to set whether it is enabled or not you can use game.player.force.technologies["name"].setresearched(true) or false if you needed to do that later.
That's what I wanted ! Thanks :D
by Nirahiel
Tue Oct 01, 2013 5:27 pm
Forum: Modding help
Topic: Resetting technology
Replies: 6
Views: 3892

Re: Resetting technology

You don't get it, so i'll explain :
Before I had technology A.
Now I added technology B that's REQUIRED to even be able to research A.
I want to make it so everyone with already A don't have to research B. using reset() won't enable B is they already have A. That's what I want to do.
by Nirahiel
Tue Oct 01, 2013 1:52 pm
Forum: Modding help
Topic: Resetting technology
Replies: 6
Views: 3892

Re: Resetting technology

I don't know wht a migration file is :D

Edit : found out how to make a migration file.
Now the problem is, i want the previous tech to be already researched if the other one is, how do I do this ?
the field "researched" is read only.
enable() will only allow players to research it ..
by Nirahiel
Tue Oct 01, 2013 11:10 am
Forum: Ideas and Suggestions
Topic: Moving Fortress
Replies: 17
Views: 13623

Re: Moving Fortress

libik wrote:automatised
Out of topic, can I ask you where you're from ? :)
by Nirahiel
Tue Oct 01, 2013 10:57 am
Forum: Modding help
Topic: Resetting technology
Replies: 6
Views: 3892

Resetting technology

Hi.
I modified my mod to create a new technology.
But now one of my custom technologies needs to require this one first.
Will it work directly in old saves or do I have to reset the tech somehow so that players will have to research the previous tech first before having access to this one ?
Thanks :)
by Nirahiel
Tue Oct 01, 2013 10:32 am
Forum: Implemented Suggestions
Topic: Doors/Gates
Replies: 7
Views: 9341

Re: Doors/Gates

Well, how I see it is, they are always open unless enemies are nearby. Then they close.
by Nirahiel
Tue Oct 01, 2013 10:04 am
Forum: Implemented Suggestions
Topic: Doors/Gates
Replies: 7
Views: 9341

Re: Doors/Gates

They are going to do it anyway at some point :)
by Nirahiel
Tue Oct 01, 2013 7:02 am
Forum: Ideas and Suggestions
Topic: Crafting Queue Upgrades
Replies: 18
Views: 15876

Re: Crafting Queue Upgrades

It's part of the survival feel :)
by Nirahiel
Mon Sep 30, 2013 10:37 pm
Forum: Modding interface requests
Topic: Energy and water
Replies: 0
Views: 3311

Energy and water

Would be cool to create entities that can connect to electric poles (I mean with wires), with maybe more than one attach point.
Also if it's not possible yet, a way to specify entities connecting to water pumps, and using the hot water
by Nirahiel
Mon Sep 30, 2013 10:31 pm
Forum: Implemented Suggestions
Topic: Power switch
Replies: 4
Views: 6598

Re: Power switch

Yeah, problem is, you'll see a hell lot of blinking "!" telling you there is no more power.
I'm thinking about something that could restrict how much power you can send somewhere.
by Nirahiel
Mon Sep 30, 2013 10:13 pm
Forum: Implemented Suggestions
Topic: Proper "Peaceful" Freeplay Mode
Replies: 15
Views: 14642

Re: Proper "Peaceful" Freeplay Mode

CrAzyP3rS0n wrote:there should be an option like in minecraft to stop biters from spawning
CrAzyP3rS0n wrote:Yes but then you cant get alien artifacts
by Nirahiel
Mon Sep 30, 2013 9:47 pm
Forum: News
Topic: Random Ramblings #1
Replies: 3
Views: 9160

Re: Random Ramblings #1

slpwnd wrote:Albert has finished with the new enemy spawner.
We want to see it !
by Nirahiel
Mon Sep 30, 2013 8:43 pm
Forum: Ideas and Suggestions
Topic: Moving Fortress
Replies: 17
Views: 13623

Re: Moving Fortress

It's a factory game dude.
What's that, a moving fortress :o
We're not in star wars ^^

Having ways to transport resources to your stationary defense systems is one of the main purposes of the game.
by Nirahiel
Mon Sep 30, 2013 8:11 pm
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 65503

Re: [MOD 0.7.0] Industrio V0.2.1

Well, i already have something in mind to use the wall as a damage source, something more .. balanced :)
Waiting for 0.7.1 update to get what I need to do it ;)
by Nirahiel
Mon Sep 30, 2013 7:55 pm
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 65503

Re: [MOD 0.7.0] Industrio V0.2.1

Hum, turrets on a wall, now THAT is an idea ..
Let me see if I can imagine something that would work..
by Nirahiel
Mon Sep 30, 2013 7:35 pm
Forum: Ideas and Suggestions
Topic: Circle collision box for drops instead of a square.
Replies: 7
Views: 9231

Re: Circle collision box for drops instead of a square.

Yeah it's possible to make the belt naturally faster on a turn. That could work.
by Nirahiel
Mon Sep 30, 2013 7:06 pm
Forum: Ideas and Suggestions
Topic: Official IRC?
Replies: 4
Views: 5493

Re: Official IRC?

Tchat = Chat = instant messaging , whatever

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