Search found 235 matches

by StanFear
Sun Mar 06, 2016 10:41 am
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28296

Re: [WIP][0.11.22] Homeworld

Dreadicon wrote: would making the former local variables all global break anything? Thanks!

it shouldn't
the game will handle it correctly, just check that there are no conflics after doing that in the mod !
by StanFear
Sat Mar 05, 2016 9:59 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 126109

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

[idea] - Playground (room) on a rock! You can add a room in the mountains. Put the trees into the Assembly machine - she's building a stairway to heaven. First you need to add the generation of big mountain as a simple ore. White or pale blue instead of the Black color around. or, instead of an ore...
by StanFear
Tue Mar 01, 2016 8:07 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 126109

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Tried 0.0.3 from the main post, and the one you attached above, both have the same issue. They worked before I updated to 12.24, and now they don't. ok, this is weird, switching from 0.12.23 to 0.12.24 shouldn't cnahge a thing ... is it when the game is loading (splash screen) or inside the game, a...
by StanFear
Mon Feb 29, 2016 9:44 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 126109

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

SuicidalKid wrote:Running with 12.24 supplies the error:
"error in assignID, item name with 'tunnel-entrance' does not exist."
which version of subsurface are you running ?
by StanFear
Wed Feb 24, 2016 8:28 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22] player.real2screenposition() not working properly
Replies: 18
Views: 22329

Re: [0.12.22] player.real2screenposition() not working properly

cursor_position is write only (since that won't change anything that would mess with replays/multiplayer) so while you can write it - there's not much use to do so. ok, but this does not answer my question, what kind of position de we need to give it ? ingame or screen ? having it set to ingame pos...
by StanFear
Tue Feb 23, 2016 11:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22] player.real2screenposition() not working properly
Replies: 18
Views: 22329

Re: [0.12.22] player.real2screenposition() not working properly

I know the has been "resolved", but has the cursor position been changed to be ingame position and not screen position ? (would seem useless if not, since there is no way to convert game position to screen position anymore)
by StanFear
Tue Feb 23, 2016 10:58 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 97185

Re: [MOD 0.12.23] Satellite Uplink Station 0.1.0

Supercheese wrote:place your blueprints back into the chest or else they'll be destroyed when you terminate the uplink!
couldn't you move the blueprints to the uplink inventory (if it doesn't have one (I havn't been able to try it out yet), just add it, since the uplink is based on the car type !
by StanFear
Mon Feb 22, 2016 10:14 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22][posila] vehicle coliding with decorative makes game crash
Replies: 5
Views: 3769

Re: [0.12.22][posila] vehicle coliding with decorative makes game crash

Why did you chose to use decorative instead of i.e. simple-entity? I am asking this because we are trying to decide if car should take impact damage or not. before I used the collision mask, the entity was a simple decorative item (whith some code behind to move pollution), when yuoki made new gfx ...
by StanFear
Mon Feb 22, 2016 9:20 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Paver
Replies: 6
Views: 7506

Re: [Idea] Paver

I event thgink you could reuse some of the code from my subsurface mod (the code of the borer, except instead of clearing the underground, it would clear trees and place concrete)

might be able to do this, just ... not now, still working on the subsurface mod (when I'm not playing that is :D )
by StanFear
Sun Feb 21, 2016 2:12 pm
Forum: Mods
Topic: [MOD 0.12.22] Player Tunnels
Replies: 7
Views: 6874

Re: [MOD 0.12.22] Player Tunnels

interesting mod, I have some suggestions though : rather than manually checking the position of the player with the last position, why don't you check the player walking state ? if the tunnel will work event though there is no power, why use an assembling machine as the base prototype ? why not just...
by StanFear
Sun Feb 21, 2016 10:32 am
Forum: Modding help
Topic: Smart inserter dialog
Replies: 1
Views: 2786

Re: Smart inserter dialog

maybe you should take a look at how they did it there : https://forums.factorio.com/forum/viewtop ... 6&p=118448
by StanFear
Sun Feb 21, 2016 7:22 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22][posila] vehicle coliding with decorative makes game crash
Replies: 5
Views: 3769

Re: [0.12.22] [Rseding91] vehicle coliding with decorative makes game crash

sure,

there yo go :
Decorative_collision_debug_0.0.1.zip
the mini mod
(8.9 KiB) Downloaded 126 times
Bug_save.zip
the save
(111.62 KiB) Downloaded 131 times
steps to reproduce the bug :
  • enter the car
  • drive towards the air vent
by StanFear
Sat Feb 20, 2016 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22][posila] vehicle coliding with decorative makes game crash
Replies: 5
Views: 3769

[0.12.22][posila] vehicle coliding with decorative makes game crash

when a vahicle colides with a decorative entity which have a collision mask the game crashes with nothing getting put in the log (Microsoft windows : Factorio stopped functionning ...) the entity prototype concerned by the bug : { type = "decorative", name = "air-vent", flags = {...
by StanFear
Sat Feb 20, 2016 6:55 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 30096

Re: [REQUEST] GFX for mod : Subsurface

Or you could make them beacons with zero module slots or something. Or radars, even. Plenty of things have animation potential. Radars would have the advantage of being able to use on_sector_scanned to move the pollution up from underground to above ground. nah, I solved the problem, used a dummy r...
by StanFear
Sat Feb 20, 2016 3:47 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 30096

Re: [REQUEST] GFX for mod : Subsurface

i think Air_Vents still open ... http://johnsmith.ktec.de/factorio/mods/support/andere/air_vent_11_icon.png http://johnsmith.ktec.de/factorio/mods/support/andere/air_vent_11.png http://johnsmith.ktec.de/factorio/mods/support/andere/air_vent_22_icon.png http://johnsmith.ktec.de/factorio/mods/support...
by StanFear
Thu Feb 18, 2016 8:38 am
Forum: Modding help
Topic: generating new players ? (IA controlled)
Replies: 2
Views: 2834

Re: generating new players ? (IA controlled)

Well, I already can do what I need with an already created player, I just don't want to have to prevent a player from playing, which is why I want to create one
by StanFear
Wed Feb 17, 2016 10:09 pm
Forum: Modding help
Topic: generating new players ? (IA controlled)
Replies: 2
Views: 2834

generating new players ? (IA controlled)

simple question, does anyone knows a way to create a new player from script ?
the reason is : I want an entity that I can control directly which can go in a vehicle and then use riding_state to control
by StanFear
Sun Feb 14, 2016 8:12 am
Forum: Modding help
Topic: Non-squared rotatable entity ?
Replies: 6
Views: 5231

Re: Non-squared rotatable entity ?

Off the top of my head, could you have a rotatable construction placeholder entity that the player puts down, which is removed by a triggered event and replaced by the correctly-oriented working entity? You'd need to define multiple entites (one for each rotation, plus the placeholder) so it's a bi...
by StanFear
Sat Feb 13, 2016 8:04 am
Forum: Modding help
Topic: Non-squared rotatable entity ?
Replies: 6
Views: 5231

Re: Non-squared rotatable entity ?

Supercheese wrote:As long as the prototype itself allows rotations, you should be able to do this. Of course, not every type does, so you'll have to find one that does.
No, it doesn't work, fluid tanks allow rotation, yet when rotating the collision box stays the same...
by StanFear
Fri Feb 12, 2016 11:28 pm
Forum: Modding help
Topic: Non-squared rotatable entity ?
Replies: 6
Views: 5231

Non-squared rotatable entity ?

Hi, for my subsurface mod, I need to have an entity that is non squared and can be rotated, is there any way to have that ? I already tried to use the generators, but the problem is, I can only have two animations, and I would need 4 (top-down, down-top, left-right, right-left), I also get the not p...

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