Search found 235 matches

by StanFear
Thu Apr 07, 2016 2:38 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124651

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

johnney5 wrote:---Sigh---

It's me again...
I found another,

Error while running the event handler:
__Subsurface__/control.lua:241:User isn't
connected; can't read character


Looking through the code we think its trying to poison us, but can't find the player.
I'll look into this, Thank you !
by StanFear
Thu Apr 07, 2016 10:05 am
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96514

Re: [MOD 0.12.29] Satellite Uplink Station 0.1.2

Neat mod, along with the Orbital Cannon. My friend and I were discussing Factorio endgame, and one of the things we thought about was some powerful end-game uses for various satellites. Recon satellites was an obvious one, as well as orbital weaponry that could be used to remotely target an area (b...
by StanFear
Tue Mar 29, 2016 7:09 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124651

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

Ok so I changed line 364 from "if time_spent_dict == 0 then", to "if associative_table_count(time_spent_dict) == 0 then" One of us got ----Error while running the event handler: __Subsurface__/lib.lua:86: bad argument #1 to 'pairs' (table expected, got number)---- did you remove...
by StanFear
Mon Mar 28, 2016 8:44 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124651

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

Downloading and using the zip for 0.0.3 the line "if #global.time_spent_dict == 0 then" does not exist. "if time_spent_dict == 0 then" is on line 364, but not the whole global thing. Downloading and using the git hub stuff first, gotta rename zip to Subsurface_0.0.3 or it throws...
by StanFear
Sun Mar 27, 2016 11:18 am
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34795

Re: [MOD 0.12.20+] Logistics Mining 0.1.0 - Mining With Robots

with version 0.1.0, I got this error when placing a mining hub (I'm playing with bobmods, renamed the tech, and corrected the bug from the previous post, other than that, no modifs) Error while running the event handler: __LogisticsMining__/control.lua:326: bad argument #1 to 'find_entity' (string e...
by StanFear
Sun Mar 27, 2016 10:41 am
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34795

Re: [MOD 0.12.20+] Logistics Mining 0.1.0 - Mining With Robots

since 0.1.0 problem with loading : icon for charging assembling machine not found ...
by StanFear
Sat Mar 26, 2016 1:40 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124651

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

Couldn't find anything about this in a previous post, (I looked, I swear! :) ) but, I play with some (about 3 at any given time) friends. Randomly at times, but noticeably often when multiple people are using the lift at the same time, one of us will get a bit of a bug. The notification about being...
by StanFear
Sat Mar 26, 2016 1:28 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124651

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

Couldn't find anything about this in a previous post, (I looked, I swear! :) ) but, I play with some (about 3 at any given time) friends. Randomly at times, but noticeably often when multiple people are using the lift at the same time, one of us will get a bit of a bug. The notification about being...
by StanFear
Thu Mar 24, 2016 1:59 pm
Forum: Modding help
Topic: LuaUnitGroup's set_command not being done by group entitie
Replies: 10
Views: 2594

Re: LuaUnitGroup's set_command not being done by group entitie

So that people can test and understand the issue : the mod in its current state : Subsurface_0.0.3.zip to reproduce the issue : Create a new game craft a surface driller place the surface driller and power it wait for the drill to finish its job go to the underground (by standing near the center of ...
by StanFear
Wed Mar 23, 2016 8:27 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79849

Re: [MOD 0.12.x] Flare Stack v1.0.4

It's great to have when you have an excess amount of something and have no need to store more/refine it to something else. One thing I'd like to see, though, is an overflow valve, or something like that. To be able to burn the excess oil is one thing, but as it stands, I have to rotate it when I ne...
by StanFear
Wed Mar 23, 2016 12:52 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124651

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

This is pretty cool, I had a thought when reading the description about not being able to do trains, you could do a custom chest, that when placed, actually creates a chest above and below in the same coords and when items are placed in one it ports them to the corresponding chest. ...Eh, two chest...
by StanFear
Tue Mar 22, 2016 4:40 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 29858

Re: [REQUEST] GFX for mod : Subsurface

Like I've said, the way your mod is handling the transition for power between layers is fine right now as it is. And about the staircase darkness/transparency. I honestly think the best option visually is the way it currently is. Portraying such a transition in 2d game like this is pretty challengi...
by StanFear
Tue Mar 22, 2016 3:25 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 29858

Re: [REQUEST] GFX for mod : Subsurface

I guess if that's what you were going for. The only other issue is that I can't really think of a way to make it fade into darkness without it looking odd. having it fade to a dark shade of any kind would seem a bit visually odd, and the other option I can think of is fading to transparency, which ...
by StanFear
Tue Mar 22, 2016 3:22 pm
Forum: Modding help
Topic: LuaUnitGroup's set_command not being done by group entitie
Replies: 10
Views: 2594

Re: Any way to know when a (unit) command is over ?

Is the wall you're trying to attack a valid entity? Does the unit move if you tell it to go_to_location with a hardcoded, reachable destination? well, when I give the same command to the entity directly, it works (the unit start atacking the wall) it's only when using a unit group that it doesn't w...
by StanFear
Tue Mar 22, 2016 1:28 pm
Forum: Modding help
Topic: LuaUnitGroup's set_command not being done by group entitie
Replies: 10
Views: 2594

Re: Any way to know when a (unit) command is over ?

So... can't tell by just looking at that piece of code. ok, well, the code is right there : https://github.com/stanfear/FactorioMod-Subsurface/blob/master/control.lua#L93 the function is at line 93 (you should arrive there with the link) the code from before is extracted from lines 100 and next I r...
by StanFear
Tue Mar 22, 2016 1:16 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 29858

Re: [REQUEST] GFX for mod : Subsurface

Also the idea of the plate at the top is that is the actual plate on the ground above, so when you're above ground, you'll see that plate, the light and the stairs going down. I might do up the above ground sprite sometime tomorrow to give you an idea on how this works. Ok, well, in my mind, the su...
by StanFear
Tue Mar 22, 2016 11:24 am
Forum: Modding help
Topic: LuaUnitGroup's set_command not being done by group entitie
Replies: 10
Views: 2594

Re: Any way to know when a (unit) command is over ?

ok, I come with updates, I think giving commandes to units doesn't work I have this piece of code : data.deployed_unit_group = data.deployment_center.surface.create_unit_group{position = deployment_position, force = data.deployment_center.force} local entity = data.deployment_center.surface.create_e...
by StanFear
Tue Mar 22, 2016 8:58 am
Forum: Modding help
Topic: LuaUnitGroup's set_command not being done by group entitie
Replies: 10
Views: 2594

Re: Any way to know when a (unit) command is over ?

Make the entity part of a unit group, order the group around, check for group.state == defines.groupstate.finished. this seems promissing, and it might make checking if the command is over not necessary, I'll just be able to use groupstate.attacking_target, which is what I originnaly wanted, so ......
by StanFear
Tue Mar 22, 2016 8:58 am
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 29858

Re: [REQUEST] GFX for mod : Subsurface

I started some work on the staircase. Just thought I'd check with you if you'd like an industrialized steel staircase instead. I know you requested a stone one but design wise It might take up a lot of space and obstruct the view of the nearby area. Here's a WIP picture of the design so far. Let my...
by StanFear
Mon Mar 21, 2016 11:19 pm
Forum: Modding help
Topic: LuaUnitGroup's set_command not being done by group entitie
Replies: 10
Views: 2594

LuaUnitGroup's set_command not being done by group entitie

Hi, Just need to know if there is a way to know when a command set to an entity using set_command() is accomplished has_command does not seem to be able to handle that (it always return true for me ...) Update : thanks to prg I know that I can track the progress of an entity by adding it to a Unit g...

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