Search found 441 matches
- Mon Oct 28, 2013 2:24 pm
- Forum: Modding help
- Topic: Events
- Replies: 19
- Views: 5405
Re: Events
You can check for entities energy in the ontick event. And if you want custom events, I think you can add them and send them from other events. The only events in the game are ontick oninit onload onsave onguitick onchunckgenerated onsectorscanned onplayerdeath onshiplanded and im not sure if there...
- Mon Oct 28, 2013 10:19 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 998522
Re: Factorio Roadmap
for steam i would say you should make the game as playable and stable as possible before going on steam, them focus on more features. not to say the game isn't currently playable or stable, but once its as reliable as possible you won't risk people losing interest because of bugs and the like That ...
- Mon Oct 28, 2013 8:12 am
- Forum: Modding help
- Topic: Events
- Replies: 19
- Views: 5405
Re: Events
Ill see what i can create, thx for the help
- Mon Oct 28, 2013 12:36 am
- Forum: News
- Topic: Random Ramblings #8
- Replies: 15
- Views: 19346
Re: Random Ramblings #8
In the Netherlands we just have incompetent bastards. They cant do squat right.
- Sun Oct 27, 2013 11:13 pm
- Forum: Modding help
- Topic: Events
- Replies: 19
- Views: 5405
Re: Events
Ok, but is it possible to have a chance that something happens? Like 1% chance that a power line fails?
- Sun Oct 27, 2013 10:14 pm
- Forum: Modding help
- Topic: Events
- Replies: 19
- Views: 5405
Events
Is it possible to add events to the power grid?
Like when close or at max capacity, that rolling blackouts start? Or power line malfunctions?
Like when close or at max capacity, that rolling blackouts start? Or power line malfunctions?
- Sun Oct 27, 2013 1:12 pm
- Forum: Implemented Suggestions
- Topic: Change names for labs, train stops etc - Station names
- Replies: 23
- Views: 13414
Re: Station names
You should be able to name the station. As for the backer names, put them them on the signals.
- Sat Oct 26, 2013 10:45 am
- Forum: General discussion
- Topic: Thoughts about blueprints
- Replies: 5
- Views: 9501
Re: Thoughts about blueprints
Scary long, but interesting:) I will need to let it sync a bit. Though there is one point which I would like to state briefly already. I am a bit afraid that the blueprints will take away the "pride" feeling when looking at a big factory and thinking "wow I built all this myself"...
- Sat Oct 26, 2013 8:14 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 998522
Re: Factorio Roadmap
My suggestion is that you should focus on the game for now to release 0.10 (or 1.0) which will contain most features. Then the steam campaign has a lot of chance to succeed. (Seen plenty of games in alpha stage go down in steam)
- Fri Oct 25, 2013 9:02 am
- Forum: Modding help
- Topic: Research
- Replies: 4
- Views: 2718
Re: Research
Thought so, shameNirahiel wrote:Nope, screen will be filled.
- Fri Oct 25, 2013 7:32 am
- Forum: Modding help
- Topic: Research
- Replies: 4
- Views: 2718
Research
Is there a way to create an research category like the recipe catergories?
I am asking because i am about to add at least 16 new technologies, and dont want the research screen to be cluttered or screen filling.
I am asking because i am about to add at least 16 new technologies, and dont want the research screen to be cluttered or screen filling.
- Fri Oct 25, 2013 7:26 am
- Forum: Resolved Problems and Bugs
- Topic: Not enought space to show everything (filter inserter)
- Replies: 8
- Views: 2254
Re: Not enought space to show everything (filter inserter)
Could really use a search box, or categories like crafting. Im adding about 25 new items to my mod, screen is getting a little crowded when running my mod with f-mod, blueprints, industrio, more inserters and treefarm.
- Wed Oct 23, 2013 11:11 pm
- Forum: Modding interface requests
- Topic: attack parameters and moving objects.
- Replies: 3
- Views: 3202
Re: attack parameters and moving objects.
Shame, really wanted to make tanks
I know you can shoot in a car, but weapons mounted on a car are more stronger.
I know you can shoot in a car, but weapons mounted on a car are more stronger.
- Wed Oct 23, 2013 6:30 pm
- Forum: Modding discussion
- Topic: Prototype definitions reference format
- Replies: 14
- Views: 21007
Re: Prototype definitions reference format
those 2 pages alone helped me alot.
especially the event page, which will be needed for my mod in a few updates once i figured it out how to add it using your starter campaign.
SO YES, write more
especially the event page, which will be needed for my mod in a few updates once i figured it out how to add it using your starter campaign.
SO YES, write more
- Wed Oct 23, 2013 6:13 pm
- Forum: News
- Topic: Random Ramblings #7
- Replies: 10
- Views: 19881
Re: Random Ramblings #7
really looking forward to the trailer
also very excited about the new terrain.
0.7.5? xD
thought 0.7.4 was pretty stable, at least on Windows (know about the Mac issues)
any chance for a preview of 0.8.0?
also very excited about the new terrain.
0.7.5? xD
thought 0.7.4 was pretty stable, at least on Windows (know about the Mac issues)
any chance for a preview of 0.8.0?
- Wed Oct 23, 2013 2:51 pm
- Forum: Modding interface requests
- Topic: attack parameters and moving objects.
- Replies: 3
- Views: 3202
attack parameters and moving objects.
can it be made possible that attack parameters can be added to cars or trains?
the game now wont startup now if you try to add the parameters to cars.
the game now wont startup now if you try to add the parameters to cars.
- Wed Oct 23, 2013 2:48 pm
- Forum: Modding help
- Topic: Expected to close with attack paramaters
- Replies: 7
- Views: 3794
Re: Expected to close with attack paramaters
it appears so, after a minor change, it wont start again at all. shame, just an armored car now. but maybe in later builds
- Wed Oct 23, 2013 2:39 pm
- Forum: Modding help
- Topic: Expected to close with attack paramaters
- Replies: 7
- Views: 3794
Re: Expected to close with attack paramaters
Got it to work after all, made a rookie mistake!(first mod after all)
Forgot to give it an item id.
But now another problem,
It wont accept bullets. Can i add another "fuel" slot for ammo to a car?
Forgot to give it an item id.
But now another problem,
It wont accept bullets. Can i add another "fuel" slot for ammo to a car?
- Wed Oct 23, 2013 2:19 pm
- Forum: Modding help
- Topic: Expected to close with attack paramaters
- Replies: 7
- Views: 3794
Re: Expected to close with attack paramaters
shame, then ill hold off on it, and make an armored car
- Wed Oct 23, 2013 2:01 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 99072
Re: Fight
Rolling is not something i want to see in this game. Real simple reason, rockets are advanced, and heatseeking. So they will always follow you. The worms poison attack is something different. That shouldnt be following the player.(currently doing just that) Sniper rifle, i like that idea, will be in...