Search found 235 matches

by StanFear
Fri Apr 22, 2016 3:27 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32255

Re: Friday Facts #135 - Getting Organized

hey, does the always on flame from the flame trhower will consume a bit of fuel ? (I think it would make sense but could be a huge disaster if no more fuel is available because of it)
by StanFear
Fri Apr 22, 2016 8:59 am
Forum: Mods
Topic: [WIP][0.12.22+] Factorio Dashboard 0.0.5
Replies: 5
Views: 5245

Re: [WIP][0.12.22+] Factorio Dashboard 0.0.2

hey, this seems like a very interesting mod with a lot of potential I have a few suggestions : make the html output be only outputted once, with some code that dynamicaly load the Json file that you output that way, you wouldn't have to make the html page reload completely, just change the content i...
by StanFear
Wed Apr 20, 2016 10:02 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

so I've been watching this for a while and I think it looks quite interesting. I also have a suggestion; The player should be required to place something like power poles to keep areas from collapsing back in. Yes, this in something I intend to implement, I just have more important stuff to do firs...
by StanFear
Wed Apr 20, 2016 7:00 pm
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39591

Re: [MOD 0.12.x] Shuttle Train 0.0.1

hey, this is a great mod, I'll use it from now on ! and I bet once I have it set up right, I won't be able to play without ! (until vanilla factorio has it obviously :D) I have a few suggestions though: add a filter textbox, that way, people using something like '#PA' or something else for player a...
by StanFear
Tue Apr 19, 2016 9:15 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

Am I supposed to see two electric pole between the tunnel entrance? Do you mean are the sprites for the entrance power poles? Yes, I don't have cool gfx now so I use placeholders On the surface level, there are two big electric pole. Underground, there's only one. oh, ok, I see what happened ... I ...
by StanFear
Tue Apr 19, 2016 8:29 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

how does the independent item elevator work? there are some arrows and i have managed to transfer one or two items at one point, but never a constant stream. pls help :?: The Independent item elevator works the same way the ones on the tunnel entrance to : make items go on the belt, and they should...
by StanFear
Mon Apr 18, 2016 1:45 pm
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39591

Re: [MOD 0.12.x] Shuttle Train 0.0.1

hey, this is a great mod, I'll use it from now on ! and I bet once I have it set up right, I won't be able to play without ! (until vanilla factorio has it obviously :D) I have a few suggestions though: add a filter textbox, that way, people using something like '#PA' or something else for player ac...
by StanFear
Sun Apr 17, 2016 9:24 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

new version released changelog: - added fluid elevator !! - added missing locals - updated air-vent gfx (thanks to Yuoki !) - added independent items elevator - changed gfx of ground and walls (thanks to y.petremann) - started working on automated digging, but since it makes the game really laggy, i...
by StanFear
Sun Apr 17, 2016 4:04 pm
Forum: Duplicates
Topic: deserialization error -> wrong menu -> crash
Replies: 2
Views: 829

Re: deserialization error -> wrong menu -> crash

woups, yes sorry !
by StanFear
Sun Apr 17, 2016 2:44 pm
Forum: Duplicates
Topic: deserialization error -> wrong menu -> crash
Replies: 2
Views: 829

deserialization error -> wrong menu -> crash

a bit of context : I'm currently trying to find a way to work with objects and manage events for my mod, when playing it works nicely, but when I load a game where my 'mod' is in used I get the folowing error: Error while running deserialisation: [string "do local _={data={},events_manager={nam...
by StanFear
Thu Apr 14, 2016 9:42 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

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

Szentigrade wrote:had some fun with your mod today
img
hum ... 9 deployment centers ? I bet my mod made your UPS go down by a huge amount ! I would say at least 40% decrease ? and when everything got dug, you could not even play anymore, correct ?
by StanFear
Wed Apr 13, 2016 8:55 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

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

We can't get the digging robots to work in multiplayer because you are using the global player variable which only works in singleplayer. You will need to update to use the get_player method instead, which will need more parameters to be passed to most of your methods for player index, etc. See her...
by StanFear
Wed Apr 13, 2016 4:23 pm
Forum: Mods
Topic: [MOD 0.13.x] Better Icons
Replies: 8
Views: 10466

Re: [MOD 0.12.x] Better Icons

Hey, I really like the style of your icons,
would you agree to make some for the mod I'm currently working on ?
(it would be two icons for now, one of them looking like the robots capsule you made, and one using the blueprint sprite you have (just not the same picture and color))
by StanFear
Wed Apr 13, 2016 1:55 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

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

I'll check the fluid tank elevator issues before releasing something then !

thanks for the report !
by StanFear
Wed Apr 13, 2016 6:33 am
Forum: Already exists
Topic: unit creating entities raising on_trigger_created_entity
Replies: 4
Views: 1601

Re: unit creating entities raising on_trigger_created_entity

well, then, the problem lies in the documentation, where the param is sais to be trigger_createdentity and not trigger_created_entity http://lua-api.factorio.com/0.12.30/events.html#on_trigger_created_entity and yes, I just realised I didn't put it in the exemple mod, don't know why ... in my test, ...
by StanFear
Mon Apr 11, 2016 8:29 pm
Forum: Modding help
Topic: Hiding power line wire?
Replies: 4
Views: 2618

Re: Hiding power line wire?

well, it doesn't seem to be working for me eather... I do have an idea of a solution but ... it would not be clean at all ... create a pole without reach, create one with reach, when the small one is created, create a big one on another surface at the same position, then connect the two (it seems yo...
by StanFear
Mon Apr 11, 2016 1:48 pm
Forum: Already exists
Topic: unit creating entities raising on_trigger_created_entity
Replies: 4
Views: 1601

unit creating entities raising on_trigger_created_entity

it is possible to create entities when a unit is atacking using something like that : attack_parameters = { type = "beam", ammo_category = "laying-explosives", cooldown = 100, range = 0, ammo_type = { category = "laying-explosives", action = { type = "direct",...
by StanFear
Mon Apr 11, 2016 1:17 pm
Forum: Modding help
Topic: Hiding power line wire?
Replies: 4
Views: 2618

Re: Hiding power line wire?

have you tried making wire distance to 0 and connecting the poles manually using connect_neighbour(target) ?
by StanFear
Mon Apr 11, 2016 7:40 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124779

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

While in multiplayer errors out every time one of us tries to go underground after pausing when gui comes up, after crashing the server error reads: "Error while running the event handler: __Subsurface__/control.lua:290 Gui element with name teleportation_progress container already present in ...
by StanFear
Sun Apr 10, 2016 9:57 am
Forum: Implemented mod requests
Topic: on_surface_created event
Replies: 4
Views: 1612

Re: on_surface_created event

We have event which is raised when force is created by script,but there seems to be no event which alerts mods about creation of new surface. why would you need it ? a surface can't be renamed, and when the surface is created, no chunks are generated yet ... You'd be better off looking at the on_ch...

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