Search found 96 matches

by ljdp
Thu Jul 23, 2015 1:48 am
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54970

Re: Homeworld 0.2.0

Version 0.2.0 - New Farm sprite! - New Seeder machine: plants trees. - New Terraformer machine: changes the biome around it. - Added Tier 6 population, they require terraforming machines and a rocket silo. - Added non-consuming needs. These needs are not consumed, but you need to meet the required ...
by ljdp
Wed Jul 22, 2015 5:03 pm
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54970

Re: Homeworld 0.1.1

Finished Farm sprite: http://i.imgur.com/jhCnpTD.gif I think it would be better to make a more powerful product to be sent to their home planet. Assume advanced technology or products. Yes, there will be terraforming machines that you'll need to send, but are useful on for you also. The basic terraf...
by ljdp
Tue Jul 21, 2015 9:08 pm
Forum: Implemented mod requests
Topic: entity.input_signals / entity.output_signals
Replies: 15
Views: 10474

entity.input_signals / entity.output_signals

Interface to get the input and output signals for any entity that uses the logic system.

Code: Select all

-- read / write
entity.input_signals
entity.output_signals
by ljdp
Tue Jul 21, 2015 8:43 pm
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54970

Re: Homeworld 0.1.0

Finished the Sawmill.

Image

Version 0.1.1 available: https://github.com/perky/factorio-homew ... tag/v0.1.1
by ljdp
Tue Jul 21, 2015 3:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23886

Re: Command Control - Remote viewing and management

OBAMA MCLAMA wrote:Im curious, but does the mod have any support for huge bases that contains over 100 radars?
The only thing limiting that atm is the clutter it would cause in the GUI. I'll have a go a making the GUI manageable for large bases.
by ljdp
Tue Jul 21, 2015 2:17 pm
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54970

Re: Homeworld 0.1.0

Yeah, that's been fixed, I'll upload a new version later today.
by ljdp
Mon Jul 20, 2015 11:44 pm
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54970

Re: Homeworld 0.1.0

Started work on the entity sprites, fishery & the sawmill:

Image
Image
by ljdp
Sun Jul 19, 2015 11:08 pm
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54970

Homeworld 0.5.2

Name: Homeworld Version: 0.5.2 Factorio-Version: 0.12.1 Description: Supply resources to your homeworld so that civilization can be restored. License: MIT License. Release: 2015-07-23 Dependencies: None. Category: Gameplay / Work-in-progress. Tags: Free, WIP Download-Url: https://github.com/perky/f...
by ljdp
Sun Jul 19, 2015 7:52 pm
Forum: Not a bug
Topic: [0.12.0] game.raise_event causes hang
Replies: 2
Views: 2682

Re: [0.12.0] game.raise_event causes hang

Sorry, I though I had isolated the problem. The hang appears to be happening on a call to game.create_entity. You can delete this, I'll post a new thread once I've done some more testing.
by ljdp
Sun Jul 19, 2015 7:34 pm
Forum: Not a bug
Topic: [0.12.0] game.raise_event causes hang
Replies: 2
Views: 2682

[0.12.0] game.raise_event causes hang

Calling game.raise_event on a custom event causes factorio to hang. No error messages appear.
by ljdp
Sun Jul 19, 2015 5:13 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23886

Re: [0.12] Command Control - Remote viewing and management

I'm trying this mod for the first time (1.0.3). Not sure if it's a bug or intended, but any items left in the radar (temporary) inventory are lost when you exit the command control menu. That's intended, to stop from moving items between radars. In the next update I'll have the items spill onto the...
by ljdp
Fri Jul 17, 2015 10:40 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23886

Re: [0.12] Command Control - Remote viewing and management

Update to v1.0.3 - fixes a couple of bugs.
by ljdp
Fri Jul 17, 2015 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0] [Rseding91] Changing player character while crafting crash.
Replies: 3
Views: 2679

[0.12.0] [Rseding91] Changing player character while crafting crash.

Factorio version: 0.12.0 How to reproduce: Change the player character (via the lua API) while the current character is crafting. I.e: local old_character = player.character player.character = nil Log file: 0.000 2015-07-17 18:06:13; Factorio 0.12.0 (Build 103, win64) 0.000 Operating system: Window...
by ljdp
Fri Jul 17, 2015 6:16 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23886

Re: [0.12] Command Control - Remote viewing and management

GotLag wrote:That's a neat concept, I'll give it a shot.

In regards to not showing previous radars on first use, would a migration script fix that?
Migration scripts are more for updating entity/item prototypes. As far as I'm aware there's no function to get a list of all entities in a game.
by ljdp
Fri Jul 17, 2015 5:21 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23886

Re: [0.12] Command Control - Remote viewing and management

Hotfix incoming. I forgot to change one line of code.
Line 19 in control.lua should be 'global' instead of 'glob'.

Edit:
Re-uploaded. If you've already downloaded CC please re-download.
by ljdp
Fri Jul 17, 2015 4:47 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23886

[MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)

Type: Mod Name: Command Control. Description: Remotely view and manage your factory via Radars. License: MIT License (MIT) Version: 1.1.1 Release: 2015-07-17 Tested-With-Factorio-Version: 0.12.1 Category: Helper Tags: Free, Radar Download-Url: https://github.com/perky/factorio-commandcontrol/release...
by ljdp
Tue Jul 07, 2015 8:38 am
Forum: Modding discussion
Topic: Mod changes in 0.12
Replies: 21
Views: 26792

Re: Mod changes in 0.12

I hadn't thought of that. What would be useful then is a unique ID for each entity. I've added an interface request.
by ljdp
Tue Jul 07, 2015 8:34 am
Forum: Implemented mod requests
Topic: entity.id, a unique, persistent ID
Replies: 20
Views: 14887

entity.id, a unique, persistent ID

Add a unique and persistent identifier for entities.
by ljdp
Mon Jul 06, 2015 11:49 pm
Forum: Modding discussion
Topic: Mod changes in 0.12
Replies: 21
Views: 26792

Re: Mod changes in 0.12

Added the ability to compare LuaObjects using "==" as in: "if game.player == game.players[1]" for all LuaObjects. Removed all LuaObject::equals(): the == operator can be used in its place. Does this mean LuaObjects can be properly used as keys? local entity = some_LuaEntity loca...

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