ther's already a mod that allow to dump liquids in the watter (and bitters really don't like it !)
It's called offshore dump IIRC (viewtopic.php?f=87&t=6826&p=137155#p137155)
Search found 235 matches
- Sun May 15, 2016 6:50 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79896
- Sat May 07, 2016 7:43 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
i don't mean to steal your work, but i was planning on making a mod that uses surfaces in a similar way to this. what i can't understand(and i've checked the control.lua of your mod) is how to check when the player is standing next to the elevator, and then to teleport them. this is a great mod by ...
- Fri May 06, 2016 7:36 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Is this multiplayer ready? I'd like to use it as a subway system. The plan being, I drill into the ground at the base, and drill into the ground at a far away ore pocket, then I use the minimap/map underground to find where I dug a hole at and drill my way through the ground with the tunneling vehi...
- Wed May 04, 2016 8:10 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Calling a function isn't really bad, it's a very small amount of overhead. It's just that in this case, you're calling a function that you don't need to call, so you're doing a small amount of work just for the heck of it. The part that's potentially really painful is the case where you actually ha...
- Wed May 04, 2016 6:08 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
all ontick functions have been surrounded with the appropriate associative_table_count check similaraly to digging_robots_manager(event). This is a bad idea. Rather than an optimization, this is an anti-optimization. if associative_table_count(t) ~= 0 then for k, v in pairs(t) do --do some stuff en...
- Mon May 02, 2016 7:07 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39577
Re: [MOD 0.12.x] Shuttle Train v1.0.1
first, here, you're adding the button to all player even those not in the force that did the research Good point. This should be better... script.on_event(defines.events.on_research_finished, function(event) addPlayerGui(game.get_player(event.player_index), event.research.name) end) errr ... sorry ...
- Mon May 02, 2016 1:00 pm
- Forum: Modding help
- Topic: LuaUnitGroup's set_command not being done by group entitie
- Replies: 10
- Views: 2596
Re: LuaUnitGroup's set_command not being done by group entitie
I might have figured out why this wasn' t working! from the documentation in LuaForce : ai_controllable :: boolean [Read-Write] Enables some higher-level AI behaviour for this force. When set to true, biters belonging to this force will automatically expand into new territories, build new spawners, ...
- Mon May 02, 2016 12:54 pm
- Forum: Won't fix.
- Topic: [0.12.32] crash when sound output change (probably)
- Replies: 5
- Views: 1717
Re: [0.12.32] crash when sound output change (probably)
ok, no problems, just reporting bugs as they come !kovarex wrote:I'm sorry, but this is too system/computer specific to be worth the time to solve it.
- Mon May 02, 2016 12:21 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39577
Re: [MOD 0.12.x] Shuttle Train v1.0.1
first, here, you're adding the button to all player even those not in the force that did the research Good point. This should be better... script.on_event(defines.events.on_research_finished, function(event) addPlayerGui(game.get_player(event.player_index), event.research.name) end) errr ... sorry ...
- Mon May 02, 2016 7:59 am
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39577
Re: [MOD 0.12.x] Shuttle Train v1.0.1
This is a simple solution: I've added script.on_event(defines.events.on_research_finished, function(event) for player_index, player in pairs(game.players) do addPlayerGui(player, event.research.name) end end) and changed function addPlayerGui to function addPlayerGui(player, research_name) if (play...
- Mon May 02, 2016 7:56 am
- Forum: Won't fix.
- Topic: [0.12.32] crash when sound output change (probably)
- Replies: 5
- Views: 1717
Re: [0.12.32] crash when sound output change (probably)
Actually, I think my headphone is a bit weird, when it shut down, it doesn't automatically tell the computer to change output device, I usually have to pause (when I use one) the external player I use and restart it (Spotify in this case) to make my computer realize something changed The ways the he...
- Sun May 01, 2016 9:06 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39577
Re: [MOD 0.12.x] Shuttle Train v1.0.1
Thaks for letting me know about the tsack size of only 1, that was an oversight and has been fixed for next release :D I will be sure to check out their code to see how they did it. that's actually fairly easy : when creating the GUI, check if the player's force has the research complete (player.fo...
- Sat Apr 30, 2016 8:25 pm
- Forum: Won't fix.
- Topic: [0.12.32] crash when sound output change (probably)
- Replies: 5
- Views: 1717
[0.12.32] crash when sound output change (probably)
Ok, I was playing with my bluetooth headset, then the game crashed, pretty much at the same moment where my computer changed the output for sound (no more battery in my headset -> sound output through my computer's speakers) if this is not the reason of the crash, I have no idea what could be since ...
- Sat Apr 30, 2016 5:31 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39577
Re: [MOD 0.12.x] Shuttle Train v1.0.0
Got something new for you ;) http://puu.sh/oB8zF/894cb467c8.png It seems to conflict with the [MOD 0.12.x] The 8L Train Project v1.2.2 (Updated '16-04-12). It doesnt crash without this mod ^^ Just a heads up for you to prevent further complications in the future :D Cheers Is fixed in a current pull...
- Fri Apr 29, 2016 8:08 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
The algorithm for the digging robots really needs help, the further away the tile is the longer it takes for the robot to be deployed. It's not only that it takes longer for it to be deployed, it also doesn't deploy robots if the tile is 20 or so tiles away meaning that you have to rip up the diggi...
- Wed Apr 27, 2016 3:35 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39577
Re: [MOD 0.12.x] Shuttle Train 0.0.2
I was also hoping that as suggested before, we could get a filter to show train stations with either a specific name, or you could make a "Shuttle Stop" (Train stop) that will show up on the shuttle's menu instead of showing "all stops". It has been done, if you take the code fr...
- Sun Apr 24, 2016 8:18 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
can you make a vent that takes pollution down a level? or is that too cheaty do you want it just to get rid of the pollution to some surface you'll never go to ? or is there a real reason (and of so, which is it?) If the answer is yes to the first, then I won't. if you can provide me with a good re...
- Sun Apr 24, 2016 8:16 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 39577
Re: [MOD 0.12.x] Shuttle Train 0.0.2
Hey, I made a pull request for filtering station in the list feel free to merge it or not, but maybe don't merge it if you don't understand what changes I made, well, unless you are not doing this to learn lua : :) but just to have a super fun mod ! anyways, if you don't understand something, just a...
- Sun Apr 24, 2016 2:55 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
There's an issue with the fluid elevator; I made some changes and found base_level = -1, and incorrect positions for pipe_connections at fault. Also, there are jarring graphical inaccuracies with the subsurface ground textures and the fluid elevator texture. Thanks for the awesome mod! Edit: The pa...
- Sat Apr 23, 2016 7:19 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124732
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
First off, I want to say that this mod has a lot of potential and I look forward to seeing where you go with it. Second, I had some trouble with the independent item elevators as well, and decided to look into the code to see if I could figure out what was going on. additionally, I noticed the foll...