Search found 235 matches
- Fri Feb 12, 2016 11:07 pm
- Forum: Modding help
- Topic: Stopping players from selecting research
- Replies: 7
- Views: 11928
Re: Stopping players from selecting research
I hope you found a way to resolve your problem, if not, what koub sayd could be slightly modified : instead of a new empty force, put the first player in that force, then all other players go to the next force, disable the lab recipe from the "students" force and when the teacher force res...
- Thu Feb 11, 2016 2:13 pm
- Forum: MoMods
- Topic: (0.13.4) MoMining 0.1.2
- Replies: 7
- Views: 19631
Re: (0.12.20) MoMining 0.1.01
hy, after playing with it a bit, I removed one of the mining robotport and all my contruction bots I had inside disapeared ... is that supposed to happen ?
- Tue Feb 09, 2016 3:16 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Maybe a remote explosive charges to blow up those tiles, either by wires/burnable fuse or some kind of a electronic transmission device. I'd thought to suggest that because seeing your tiles can be destroyed and still works as intended from weapons which have a different damage type. Could be maybe...
- Tue Feb 09, 2016 3:10 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Good questions. So printing to the console is a great way to debug, but it can be hard to keep track of a lot of information there, especially large tables. Logging to a file means you can review the file even after you quit the game, and have timestamps for when text was logged. I think the main b...
- Tue Feb 09, 2016 9:03 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
I've worked on some of the low hanging fruit... There's still a lot of areas I think the existing code could be enhanced and performance improved, but I haven't had tons of free time. https://github.com/stanfear/FactorioMod-Subsurface/pulls StanFear, How interested are you in debugging code, like a...
- Mon Feb 08, 2016 1:59 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
I'll have to write the code to calculate energy usage set at the speed of one. it'll be simplified and wrong, but it'll work, I think.... someone already did that, I think it is in a mod named auto_car or something (the mod allows to control the car using tiles on the ground IIRC), I suggest you tr...
- Mon Feb 08, 2016 10:33 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
I might have to build invisible furnace to consume the fuel or something. That gives me an idea: Actual engine rooms that you can enter. Though I should focus on just getting it to work. Thing is, I can't think of a simpler and less convoluted way of consuming energy. So I may just end up creating ...
- Mon Feb 08, 2016 8:41 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
It didn't work like that, I am afraid. I set it to one, but it stopped and appears to use no fuel. I set it to speed 10, and even then it's not indefinite movement with fuel usage.. hum ... well, I don't see another method in the doc, you might need to simulate the game behavior (each tick, drain s...
- Sat Feb 06, 2016 9:34 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Hi, this is a nice mod! Before I found it I was on the verge of doing a similar mod. I have some suggestions (dont know exactly whether they are already proposed): Underground ore generation (like on the earth's surface; with a config file to change the ores generated in subsurface (Bobs Ores mod c...
- Fri Feb 05, 2016 8:15 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
Custom area selection request from the script (or tied to an item) could be definitly done, so mods can do stuff like this. well, that would be awesome (this is what I was trying to do from the start) espacially for my subsurface mod where I want to be able to select an area and can't use the on_ma...
- Fri Feb 05, 2016 7:30 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
I actually don't understand why it wouldn't work in multiplayer, isn't the game supposed to simulate other players ? and having their screen resolution and zoom level seems easy enough Zooming isn't synchronised across multiplayer because it's not necessary. Instead, when you, for example, hover ov...
- Thu Feb 04, 2016 9:53 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
well, that's a shame ... My mod idea won't ever work then ... (making a selection mod, to select an area since the deconstruction planner only marks some types of entities and not others (or lack of enteties actually ...)) I actually don't understand why it wouldn't work in multiplayer, isn't the ga...
- Thu Feb 04, 2016 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] player.real2screenposition() not working properly
- Replies: 18
- Views: 22329
[0.12.22] player.real2screenposition() not working properly
ok so the problem might not exactly come from the player.real2screenposition() function. the thing is, when getting the mouse position using this function in the on_put_item event, the calculated position is not always the mouse position, quick way to see that : make a mod with the on_put_item event...
- Thu Feb 04, 2016 1:13 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
So, how is mining supposed to work? Or is that spoiler? hum ... thats a good idea let's just say it is a surprise for now (I've got the idea in my head, but for now it is only theoraticle) If construction bots aren't involved, are we dealing with stationary driller? Also, I don't mind slow mining. ...
- Thu Feb 04, 2016 11:18 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
There's a pathfinding algorithm involved? The idea is simplest at its core. Just pick the nearest entrance, load it with coal, and damn the consequence. It keeps going until something horrible happens or it reaches the next entrance. There should be next to no GUI involved in this case. Of course, ...
- Thu Feb 04, 2016 10:05 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126122
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
it is amazing i love the subsurfaceception the mobile bore could be faster and set the recipes to false to be able to unlock them in research first, thank you ! and, well, I know, but I'm not at recepies and technologies yet, this is why the mod is a WIP mod I thought it would be simpler to just ha...
- Thu Feb 04, 2016 9:50 am
- Forum: Mod and installation managers
- Topic: FactorioGear
- Replies: 30
- Views: 43754
Re: FactorioGear
when I launch and select the factorio.exe file, I get : Acess violation at address 0073C09C in module 'FactorioGear.exe' Read of adress 00000003 What system do you use? Do you have some security programs? After you select Factorio.exe program will write his own config file in same dir where he is r...
- Mon Feb 01, 2016 11:44 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26921
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Wow, nice work, and if you want, we can work together to make it compatible with the subsurface mod (worms that go underground, go in the subsurface !) Planned features Port A* pathfinder code from javascript to lua(unless access to the pathfinder already in Factorio is granted) I do believe the pat...
- Mon Feb 01, 2016 8:52 am
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 48845
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.2.1
Sounds like exactly the solution needed, Stan. Looking forward to that release. Do you make heavy use of the on_tick event? Because those UPS are rare and sacred :D well, the on_tick is not the most CPU intensive function in my mod, the one that take a lot of time (when the selection area is big) i...
- Sun Jan 31, 2016 2:54 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 48845
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.2.1
@brit, thanks for the kind words, but sadly I have to say that concrete below structures won't probably be possible. Since the filtered deconstruction planner is basically just a standard one with functionality and a GUI on top, it still prioritizes structures over flooring, when "drawing"...