Search found 344 matches

by kiba
Tue Jul 19, 2016 4:50 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

Re: [MOD 0.13.x]MagneticFloor 0.1.2

New gif showing a loop
by kiba
Tue Jul 19, 2016 1:14 am
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

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...
by kiba
Mon Jul 18, 2016 9:26 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

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: ...
by kiba
Sun Jul 17, 2016 12:29 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

Re: [MOD 0.13.x]MagneticFloor 0.1.1

Macbook is back from repair. Hairy and scary but it works...YEEAAAAAAAAH. :D

Anyway, bug confirmed for the mod.
by kiba
Thu Jul 14, 2016 1:39 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 201445

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 ...
by kiba
Wed Jul 13, 2016 5:11 pm
Forum: Ideas and Suggestions
Topic: Rotational Lag in Turrets
Replies: 7
Views: 1674

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...
by kiba
Wed Jul 13, 2016 1:19 am
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

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.
by kiba
Wed Jul 13, 2016 12:24 am
Forum: Ideas and Suggestions
Topic: Rotational Lag in Turrets
Replies: 7
Views: 1674

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, ...
by kiba
Tue Jul 12, 2016 11:16 pm
Forum: Ideas and Suggestions
Topic: Rotational Lag in Turrets
Replies: 7
Views: 1674

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...
by kiba
Tue Jul 12, 2016 2:25 pm
Forum: Ideas and Suggestions
Topic: Rotational Lag in Turrets
Replies: 7
Views: 1674

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.
by kiba
Mon Jul 11, 2016 4:22 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

Re: [MOD 0.13.x]MagneticFloor 0.1.1

Jupiter wrote:Got this error upon map generation:

Image
I can't fix this problem right now. Something broke my mac's harddrive, so I have no dev environment right now.

I can tell you the problem appears to be related to the hoverboard not being created properly?
by kiba
Sun Jul 10, 2016 1:34 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

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...
by kiba
Sun Jul 10, 2016 1:56 am
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33953

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.
by kiba
Sun Jul 10, 2016 12:44 am
Forum: Ideas and Requests For Mods
Topic: Which Mod Should I Do?
Replies: 3
Views: 733

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...
by kiba
Sat Jul 09, 2016 8:10 am
Forum: Modding help
Topic: Ipairs don't work?
Replies: 8
Views: 1542

Re: Ipairs don't work?

Rseding91 wrote:If all your after is the count of players:

Code: Select all

#game.players
I am not after the count of players, just that I don't know why ipairs won't work on game.players.
by kiba
Sat Jul 09, 2016 2:02 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 878355

Re: Factorio Roadmap for 0.12 + 0.13

DaveMcW wrote:They accept donations. https://www.factorio.com/donations
Cool. I didn't know about that.

Though the donations wouldn't be enough to subsist on for a team, anyway.
by kiba
Sat Jul 09, 2016 1:57 am
Forum: Modding help
Topic: Ipairs don't work?
Replies: 8
Views: 1542

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....
by kiba
Sat Jul 09, 2016 1:44 am
Forum: Modding help
Topic: Ipairs don't work?
Replies: 8
Views: 1542

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)
For some reason, it's not iterating through game.players every tick?

What am I doing wrong?
by kiba
Fri Jul 08, 2016 10:50 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 878355

Re: Factorio Roadmap for 0.12 + 0.13

Sebb767 wrote:
I'd donate.
Don't you mean "buy"?

The dwarf fortress business model is donation, but Wube's business model is something else entirely.
by kiba
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: 96397

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

Cyber_Garret wrote:Anyone can update this great mod to 0.13 version? :(
Somebody will have to spend effort actually modding.

Will you?

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