Search found 344 matches
- Tue Jul 19, 2016 4:50 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.2
New gif showing a loop
- Tue Jul 19, 2016 1:14 am
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.2
Now...I have to figure out how to make a gif. I like using http://ezgif.com/ I was hoping for any sign of usage, but it turned out that I didn't do a great job of getting people to try out my mod? Because a lack of communication? Also, it didn't help that my mod was broke for the majority of time e...
- Mon Jul 18, 2016 9:26 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.2
Version 0.1.2 is out! Two new changes: Charges are decreased by one a minute instead of every tick. This should allow hoverboard to work indefinitely with the proper arrangement of tiles, which means you can walk around in a literal infinite loop. :D I figured out why the mod won't work on new map: ...
- Sun Jul 17, 2016 12:29 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.1
Macbook is back from repair. Hairy and scary but it works...YEEAAAAAAAAH.
Anyway, bug confirmed for the mod.
Anyway, bug confirmed for the mod.
- Thu Jul 14, 2016 1:39 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 282705
Re: [MOD 0.13.8] Robot Army. 0.1.44
Are the different type of robots modular? I haven't tried out the mod yet as I have other projects I am working on. If the robots aren't modular, I think it's possible to make them modulars by making them full blown characters. Also, maybe you could have APC to transport robots. Would that increase ...
- Wed Jul 13, 2016 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Rotational Lag in Turrets
- Replies: 7
- Views: 2555
Re: Rotational Lag in Turrets
Added to https://forums.factorio.com/viewtopic.php?f=80&t=14640 New Weapons / New Defenses & Armor / Combat / Turrets My personal feel is, this this is not really a good direction; current strategy is simple: Build defense, the more the better. :) This changes it to more complexity, but I c...
- Wed Jul 13, 2016 1:19 am
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.1
Anyone also running in the same problem?
Still haven't got around to fixing and writing new code yet, though.
Still haven't got around to fixing and writing new code yet, though.
- Wed Jul 13, 2016 12:24 am
- Forum: Ideas and Suggestions
- Topic: Rotational Lag in Turrets
- Replies: 7
- Views: 2555
Re: Rotational Lag in Turrets
I would say, I will always decide to use turrets without that, cause they have only disadvantages compared to the current turrets. And now? :) This is why I suggested implementing field effects to make them more effective to compensate. IRL, the machine gun is frequently used for suppressive fire, ...
- Tue Jul 12, 2016 11:16 pm
- Forum: Ideas and Suggestions
- Topic: Rotational Lag in Turrets
- Replies: 7
- Views: 2555
Re: Rotational Lag in Turrets
Turrets have an angle-speed; this is used in some mods (AFAIK). You can also create/mod weapons, that have missiles, which explode like grenades. So from THAT side it can be said it is nearly implemented (can be used). Could you explain why the turrets should have a lag in the rotation, how does it...
- Tue Jul 12, 2016 2:25 pm
- Forum: Ideas and Suggestions
- Topic: Rotational Lag in Turrets
- Replies: 7
- Views: 2555
Rotational Lag in Turrets
Rotation seems instant. But I think it would be interesting if they have some lag in rotating the turrets. This way biters could actually flank those turrets. Also, turrets will probably have to be adjusted to become area effect weapons as they are in real life, instead of 100% accuracy on one target.
- Mon Jul 11, 2016 4:22 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.1
I can't fix this problem right now. Something broke my mac's harddrive, so I have no dev environment right now.Jupiter wrote:Got this error upon map generation:
I can tell you the problem appears to be related to the hoverboard not being created properly?
- Sun Jul 10, 2016 1:34 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.0
Hello, installed 0.1.0 but get this error message on map generation. Seems the reference to the gui.lua points nowhere. Magnetic Floor 3.png Greetings steinio Fixed and went through actually testing zipped mod. Let me know if there's more problems. P.S. wish there's a better way to switch between u...
- Sun Jul 10, 2016 1:56 am
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40346
Re: [MOD 0.13.x]MagneticFloor 0.1.0
Finally finished with the rewrite! It probably actually work in multiplayer mode now but I did not check.
It works good enough as is, though there is a known bug that the hoverboard will simply stop randomly.
It works good enough as is, though there is a known bug that the hoverboard will simply stop randomly.
- Sun Jul 10, 2016 12:44 am
- Forum: Ideas and Requests For Mods
- Topic: Which Mod Should I Do?
- Replies: 3
- Views: 1239
Re: Which Mod Should I Do?
You should totally use the Bomber from Creeper world as the model :P https://knucklecracker.com/wiki/doku.php?id=cw3:units:friendly Don't know what you mean by that. Anyway, it looks like that I will be writing an air force at some point in the future. Though, I want to play around writing and impr...
- Sat Jul 09, 2016 8:10 am
- Forum: Modding help
- Topic: Ipairs don't work?
- Replies: 8
- Views: 2491
Re: Ipairs don't work?
I am not after the count of players, just that I don't know why ipairs won't work on game.players.Rseding91 wrote:If all your after is the count of players:
Code: Select all
#game.players
- Sat Jul 09, 2016 2:02 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999966
Re: Factorio Roadmap for 0.12 + 0.13
Cool. I didn't know about that.DaveMcW wrote:They accept donations. https://www.factorio.com/donations
Though the donations wouldn't be enough to subsist on for a team, anyway.
- Sat Jul 09, 2016 1:57 am
- Forum: Modding help
- Topic: Ipairs don't work?
- Replies: 8
- Views: 2491
Re: Ipairs don't work?
Changed game.players, game.surfaces, game.entity_prototypes, game.item_prototypes, game.fluid_prototypes, force.recipes, force,technologies to use custom access + iterator objects for improved performance. I assume this means you can't use ipairs. Try using pairs or turn it into a for loop instead....
- Sat Jul 09, 2016 1:44 am
- Forum: Modding help
- Topic: Ipairs don't work?
- Replies: 8
- Views: 2491
Ipairs don't work?
Code: Select all
script.on_event(defines.events.on_tick, function(event)
local n = 0
for i,p in ipairs(game.players) do
n = n + 1
end
print(n)
end)
What am I doing wrong?
- Fri Jul 08, 2016 10:50 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999966
Re: Factorio Roadmap for 0.12 + 0.13
Don't you mean "buy"?Sebb767 wrote:
I'd donate.
The dwarf fortress business model is donation, but Wube's business model is something else entirely.
- Fri Jul 08, 2016 7:39 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 125000
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Somebody will have to spend effort actually modding.Cyber_Garret wrote:Anyone can update this great mod to 0.13 version?
Will you?