Search found 349 matches
- 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
- 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
I already have some ideas on how one could setup this thing
- 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 !
Added grinder !
- Tue Oct 01, 2013 5:44 pm
- Forum: Modding help
- Topic: Resetting technology
- Replies: 6
- Views: 3892
Re: Resetting technology
That's what I wanted ! ThanksFreeER 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.
- 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.
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.
- 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
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 ..
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 ..
- Tue Oct 01, 2013 11:10 am
- Forum: Ideas and Suggestions
- Topic: Moving Fortress
- Replies: 17
- Views: 13623
Re: Moving Fortress
Out of topic, can I ask you where you're from ?libik wrote:automatised
- 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
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
- 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.
- 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
- 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
- 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
Also if it's not possible yet, a way to specify entities connecting to water pumps, and using the hot water
- 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.
I'm thinking about something that could restrict how much power you can send somewhere.
- 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
- Mon Sep 30, 2013 9:47 pm
- Forum: News
- Topic: Random Ramblings #1
- Replies: 3
- Views: 9160
Re: Random Ramblings #1
We want to see it !slpwnd wrote:Albert has finished with the new enemy spawner.
- 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
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.
What's that, a moving fortress
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.
- 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
Waiting for 0.7.1 update to get what I need to do it
- 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..
Let me see if I can imagine something that would work..
- 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.
- 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