Search found 30 matches
- Tue Aug 18, 2015 7:54 pm
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 9393
Re: Feedback appreciated about mod concept
Where is a good site to get syntax information for LUA? I was having trouble setting up a for loop to make the table for possible ores to choose from. Here is what I have and if anyone wants to debug/fix it that would be nice but i still want to learn how to fix my own code. The tick event that hand...
- Tue Aug 18, 2015 7:49 pm
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 20603
Re: Automated Blueprint Deployer - Proof of Concept w/ video
This mod could be amazing at taking automation to the next level of automatic expansion. I was trying to look at your code and it is beyond me. I was wondering if you would be able to process a blueprint for rotation? I was imagining a blueprint that expanded the edge of your base. It would need to ...
- Mon Aug 17, 2015 3:19 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 120250
Re: The von Neumann Thread
//Begin Mission Log I heard there was an island that needed colonizing. I decided to tackle the mission with a new module that was available through high command. It allowed me to use stone to fill in water to allow me to get off my island. They call the module "Landfill 2.1.5". //Satellit...
- Sun Aug 09, 2015 1:00 am
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 9393
Re: Feedback appreciated about mod concept
Thanks for the idea. I think I know how to start now.
- Thu Aug 06, 2015 2:12 am
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 9393
Feedback appreciated about mod concept
I wanted to make a mod that created an entity that would provide the player with endless slow iron/copper/coal/stone. Something like a Endless Deep Driller that was expensive and would slowly provide some resources but not enough to run a base on usually. Anyhow I was starting to make the item and r...
- Thu Aug 06, 2015 1:54 am
- Forum: Not a bug
- Topic: Active Chunks and pollution outside of maps bounds
- Replies: 1
- Views: 2438
Active Chunks and pollution outside of maps bounds
I was playing a map with a max height of 320 (10 exact chunks) and found that my game was laggier than was expected. I also noticed phantom pollution squares on the top and bottom along the maps top and bottom several chunks away from my base. I was using debug info when i saw that there was a large...
- Sat Jul 25, 2015 1:46 am
- Forum: General discussion
- Topic: What are your Factorio quirks?
- Replies: 35
- Views: 23704
Re: What are your Factorio quirks?
I usually build the 10 steam engine build for power before i create a single power pole. My quirk: I never get blue science materials on belts. I always put them into chests and move them by hand to chests that unload them onto belts for the assembly line. I use this until my logistic robot network ...
- Tue Jul 14, 2015 1:00 am
- Forum: General discussion
- Topic: Building Phases
- Replies: 2
- Views: 3499
Building Phases
For me when i play i have found that i tend to get lost watching my factory run after i set some part up. Then when i go to do the next thing I realize that I could have been preparing for the next objective. I was developing a guide to help me keep on track of what to be doing and wanted to know if...
- Mon Jul 13, 2015 7:48 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 120250
Re: The von Neumann Thread
//Begin Mission Log Many successful missions can lead to overconfidence. I hear of engineers that build too big when they get confident. I typically try to build small and keep my pollution away from biters. This next mission looks poor from the satellite image but when i landed i was pleased to fin...
- Thu Jun 04, 2015 7:16 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 120250
Re: The von Neumann Thread
//Begin Mission Log Two previous cadets failed to colonize my next target. Early reports indicated biter activity was a problem from multiple directions. Weapons are going to be high priority. Command decided to send me the "seasoned" engineer. Command has some interesting standards for en...