Search found 282 matches

by oLaudix
Mon Nov 02, 2015 2:38 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 418
Views: 268403

Re: Performance optimization - post your saves

My first time sharing smth via dropbox so im not sure i did it right: https://www.dropbox.com/s/mrdlfxtf9o3mt3g/oLaudix9_mods.zip?dl=0 - mods https://www.dropbox.com/s/5novyd5setfui3t/oLaudix9.zip?dl=0 - save Screen: http://i.imgur.com/BUvJzRy.png Its and old save but all mods should be updated and ...
by oLaudix
Sun Nov 01, 2015 2:55 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 42306

Re: Friday Facts #110 - Tech art finished

JackGruff wrote:
Also, I spy two "rocket defense" icons.
First one in the one before last row and?
by oLaudix
Sun Nov 01, 2015 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.16] Can't Load Save (File corrupted)
Replies: 10
Views: 13257

Re: [0.12.16] Can't Load Save (File corrupted)

Choumiko wrote:Oh, not again.. :|
I dont think its the FARL issue. I don't have FARL and i still get this error when i load 0.12.15 save game. Strangely enough 0.12.13 save with same mods works fine.
by oLaudix
Thu Oct 29, 2015 3:16 am
Forum: Modding help
Topic: Having difficulty changing the recipe of the T3 assembler
Replies: 9
Views: 8946

Re: Having difficulty changing the recipe of the T3 assembler

You can't print it like that. You need to use something like this. /c game.player.print(game.player.force.recipes["assembling-machine-3"].ingredients[1].name) /c game.player.print(game.player.force.recipes["assembling-machine-3"].ingredients[1].amount) Moreover: /c game.player.pr...
by oLaudix
Sat Oct 24, 2015 9:27 pm
Forum: Not a bug
Topic: [0.12.13]Trains stop after hitting aliens.
Replies: 1
Views: 3342

Re: [0.12.13]Trains stop after hitting aliens.

Its normal behavious for train to stop if it hits big object like behemoth cripper. Player equipped with power armor and enough shields can stop train as well.
by oLaudix
Fri Oct 23, 2015 7:06 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 6851

Re: Localised names

Well, among those file lines of code are three, which are a part of working mod: a='entity-name.gun-turret' game.player.print({a}) game.player.print({"",{a}," is destroyed"}) (Even more, in real mod it's concatenation of two localized strings.) Your code should be like this to w...
by oLaudix
Fri Oct 23, 2015 6:45 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 6851

Re: Localised names

i would need it to be dynamic not static :/ You didn't actually look at the wiki page, did you? Or is my definition of dynamic different from your? Its impossible to do: for i,ingredient in pairs(recipe.ingredients) do local a = ingredient.name game.player.print({"entity-name.a"}) end or ...
by oLaudix
Fri Oct 23, 2015 5:33 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 6851

Re: Localised names

Adil wrote:game.player.print method converts the lua name to localised. It is even capable of concatenating those.
They're probably inaccessible other way.
This sux :/ Its not even helpful for print since i would need it to be dynamic not static :/
by oLaudix
Fri Oct 23, 2015 5:04 pm
Forum: Modding help
Topic: Localised names
Replies: 6
Views: 6851

Localised names

Is there a way to get localised name of ie. recipe in control.lua?
by oLaudix
Sat Oct 17, 2015 7:22 pm
Forum: Not a bug
Topic: Error Util.cpp:47: No loader found for "rail".
Replies: 5
Views: 8995

Re: Error Util.cpp:47: No loader found for "rail".

[*] Modding Replaced entity type "rail" with types "straight-rail" and "curved-rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants. Recent changes to the game broke mods what have anything to do with rail.
by oLaudix
Sat Oct 17, 2015 10:40 am
Forum: Gameplay Help
Topic: Gun Turret shooting speed.
Replies: 6
Views: 12532

Re: Gun Turret shooting speed.

bobucles wrote:It is common in games [...] for getting exact measurements on stuff.
I see. So it might be similar issue as modded Assembling Machines. 2 bad, since I wanted to replace my laser turrets with gun turrets.
by oLaudix
Fri Oct 16, 2015 5:23 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 48045

Re: Version 0.12.11

Let me know over there if you run into any issues. I was thinking about putting in in on_init but I was just trying to understand why is it not working. Neverthless what I like about this update is that i can finally listen to ambience music without hearing all those AMs making noise while doing no...
by oLaudix
Fri Oct 16, 2015 4:05 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 48045

Re: Version 0.12.11

This is probably in the on_load method. And yes, this was exactly the goal, to disable the access to the game object in this event. There is no good reason for it, and it brings only possible toruble. If you want to do some migration, you can use the event on_configuration_changed So the last line ...
by oLaudix
Fri Oct 16, 2015 3:59 pm
Forum: Gameplay Help
Topic: Gun Turret shooting speed.
Replies: 6
Views: 12532

Re: Gun Turret shooting speed.

bobucles wrote:Gun turrets have some lag when switching between targets, since they use simulated swivel turrets.

Make sure it's fully unloading on a big'n before recording.
It was. Target switch occured only once during this short clip.
by oLaudix
Fri Oct 16, 2015 2:04 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 48045

Re: Version 0.12.11

Then can someone tell me how can i fix error in line 22 of Module Inserter mod? Because i have no clue how those changes affected that part of code.
by oLaudix
Fri Oct 16, 2015 1:40 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 48045

Re: Version 0.12.11

Any idea why stuff like

Code: Select all

for i,p in ipairs(game.players) do
suddenly throws error that 'game' is nil value after the update? Its the only thing that breaks my mods now and I don't really know why.
by oLaudix
Fri Oct 16, 2015 1:04 pm
Forum: Technical Help
Topic: Any changes to game.forces etc?
Replies: 1
Views: 4259

Any changes to game.forces etc?

game.forces.player stopped working. I didnt notice any changes to in changelog but game.forces.player throws error "attempt to index global 'game' (a nil value)" :/
game.players throws the same error :/
by oLaudix
Thu Oct 15, 2015 9:49 pm
Forum: Gameplay Help
Topic: Gun Turret shooting speed.
Replies: 6
Views: 12532

Re: Gun Turret shooting speed.

cartmen180 wrote:gun turrets are op and dispense their ammo a lot faster than on that gif. I don't see the use of laserturrets. I need that powar elsewhere!!
Turret was shooting at half of its normal speed since i only have 30 udp in that save. But still twice as that is not fast :/
by oLaudix
Thu Oct 15, 2015 5:53 pm
Forum: Gameplay Help
Topic: Gun Turret shooting speed.
Replies: 6
Views: 12532

Gun Turret shooting speed.

When fully upgraded Gun Turret's shooting speed shows: 10+16/s. So in theory it should use about 2.5 clip per second. I got curious because that gives much higher dps than laser tower and was very disappointed when i saw this: https://gfycat.com/SomeFinishedDuckbillcat. Granted it was recorded with ...
by oLaudix
Mon Oct 12, 2015 12:59 pm
Forum: General discussion
Topic: So who are we?
Replies: 18
Views: 16439

Re: So who are we?

ssilk wrote:With my definition of a cyborg: why not. We are all cyborgs. :p
Your definition of cyborg is wierd then.

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