Search found 226 matches
- Wed Jul 01, 2015 12:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226428
Re: [MOD 0.11.x] Autofill
Method A: I don't think it's possible to not place an item instantly. We could however re-purpose 'mining' the turret to build it: 1: Have the user place a 'dummy' turret entity (does nothing, just same size) where they want the turret to be. 2: Have the user mine (remove) it. This should trigger a...
- Mon Jun 29, 2015 7:51 pm
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 67635
Re: [0.11.22] Automated Red Alert harvesters 0.1.0
I've greatly improved performance. I've reduced CPU usage by 60-70%.
I've also fixed the issue with dytech gems.
I'd love to hear any new errors you guys have
Updated to 0.1.0
I've also fixed the issue with dytech gems.
I'd love to hear any new errors you guys have
Updated to 0.1.0
- Mon Jun 29, 2015 2:12 pm
- Forum: Modding help
- Topic: Trying to add lights to poles, is it possible?
- Replies: 17
- Views: 6329
Re: Trying to add lights to poles, is it possible?
Since you are using find entities fileterd it will remove some light - no guarantees that it's the proper one. I think you'd need to keep a table of pole-light mapping and store entities in it to make sure pairs are always correct. I'm not 100% sure if game will allow table to be created that has e...
- Mon Jun 29, 2015 8:24 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65030
Re: [WIP] Alien walls [0.1.4]
I've cut out some of the redundant coding, and I can get my entities max HP to read from my variable file, but I can't seem to get my control file to write to variable file to change the max HP. Or is the game unable to change max hp after the entity file has been loaded? You cannot alter entity pr...
- Sat Jun 27, 2015 10:29 am
- Forum: Modding help
- Topic: Optimizing ore searching
- Replies: 5
- Views: 2066
Optimizing ore searching
I'm looking to find all ores within a certain radius, but I need to do it quickly, as it's done quite often. The code I'm currently using to find ores in a specific radius around a specific position is this: local results = game.findentitiesfiltered{type = "resource", area = GetBoundingBox...
- Sat Jun 27, 2015 7:35 am
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 67635
Re: [0.11.22] Automated Red Alert harvesters 0.0.8
Error when trying to mine crystal ore from Dytech Could you tell me what the error said and what line it indicated? Thanks! I'm currently Ill so I'll take a look at it when I'm better. I'm also planning an optimisation pass since the current performance is horrid. EDIT: I think I've found the error...
- Thu Jun 25, 2015 2:18 pm
- Forum: Modding help
- Topic: Trying to add lights to poles, is it possible?
- Replies: 17
- Views: 6329
Re: Trying to add lights to poles, is it possible?
You need to add:
To the top of the file.
Code: Select all
require "defines"
- Tue Jun 23, 2015 9:30 am
- Forum: Modding help
- Topic: Trying to add lights to poles, is it possible?
- Replies: 17
- Views: 6329
Re: Trying to add lights to poles, is it possible?
Entity prototypes are quite rigid, certain types of prototypes accept only certain parameters. Only the light, player, car and train entities can emit light continuously. I'm afraid you'll have to spawn a separate light entity at each pole. This can be easily done using control.lua: -- Make sure our...
- Tue Jun 23, 2015 8:25 am
- Forum: Modding help
- Topic: Help with Table
- Replies: 2
- Views: 1120
Re: Help with Table
This might work: game.onevent(defines.events.onsectorscanned, function(event) if event.radar.name == "templev2" then -- Loop though the temples. for i, temple in pairs(glob.temples) do -- Is the event's radar this temple? if temple.equals(event.radar) then -- It's the i-th temple, so multi...
- Sun Jun 21, 2015 1:36 pm
- Forum: General discussion
- Topic: A lovely autosave
- Replies: 7
- Views: 6285
A lovely autosave
So I just died due to a train hitting me, and this is my latest autosave :
- Sat Jun 20, 2015 10:06 pm
- Forum: Modding discussion
- Topic: Increase Max Texture Size
- Replies: 10
- Views: 10245
Re: Increase Max Sprite Size
I am currently making a mod that changes the sprites. Problem is that it's using the vanilla sprites and i don't think there is a way to split up sprites. If there is then please tell :) I do not understand, how do you make higher quality sprites from the original sprites? You can use any image edi...
- Sat Jun 20, 2015 4:49 am
- Forum: Modding discussion
- Topic: Increase Max Texture Size
- Replies: 10
- Views: 10245
Re: Increase Max Sprite Size
You can split spritesheets into separate images. This means that since there's currently 4x8 frames and 4 sheets, you could double the resolution and make the sheets 3x4 with 11 sheets.
Now 11 sheets isn't very practical, but at least it's possible.
Now 11 sheets isn't very practical, but at least it's possible.
- Fri Jun 19, 2015 8:36 pm
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 67635
Re: [0.11.22] Automated Red Alert harvesters 0.0.7
I do not understand, could you rephrase that?Airat9000 wrote:in this version starts to produce the machine, the game starts to hang, but it works brakesThaPear wrote:Updated to 0.0.8
It should be fixed now. Let me know if the issue persists.
- Fri Jun 19, 2015 6:21 pm
- Forum: Modding help
- Topic: Change entity's max health
- Replies: 6
- Views: 3124
Re: Change entity's max health
For my mod, Alien Walls, it's currently set up that research will increase health regeneration rate, but I would like for the research to increase max health as well Then the only way is to replace all the wall sections/gates. You could do something like this: wallNames = {"hybrid-wall-level1&...
- Fri Jun 19, 2015 5:56 pm
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 67635
Re: [0.11.22] Automated Red Alert harvesters 0.0.7
Updated to 0.0.8
It should be fixed now. Let me know if the issue persists.
It should be fixed now. Let me know if the issue persists.
- Fri Jun 19, 2015 9:37 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 6646
Re: keeping track of time
There is a global counter game.tick, divide by 60 and voila, you have the current game time.
- Thu Jun 18, 2015 10:59 pm
- Forum: Modding help
- Topic: Change entity's max health
- Replies: 6
- Views: 3124
Re: Change entity's max health
Changing an entity's max health can only be done in files executed through data.lua, data-updates.lua or data-final-fixes.lua.
The only other way is replacing every entity on the map with a different version which has higher max health.
The only other way is replacing every entity on the map with a different version which has higher max health.
- Thu Jun 18, 2015 11:34 am
- Forum: Implemented Suggestions
- Topic: Science Pack 3 research prerequisites
- Replies: 2
- Views: 1465
Re: Science Pack 3 research prerequisites
I've made a mod that does what you suggest, check it out.
- Thu Jun 18, 2015 11:33 am
- Forum: Mods
- Topic: [0.11.x]Science pack prerequisites 0.0.1
- Replies: 5
- Views: 7968
[0.11.x]Science pack prerequisites 0.0.1
As requested in this thread Science pack prerequisites This mod fixed the prerequisites in the science tree. Any research that needs science pack 3 is guaranteed to have battery and advanced-electronics as its prerequisite. Any research that needs the alien science pack is guaranteed to have alien-...
- Tue Jun 16, 2015 9:12 pm
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 67635
Re: [0.11.22] Automated Red Alert harvesters 0.0.7
Thanks for the help guys, the errors should be fixed. I'm relying on you to test it here as I won't be at my home computer for a while.
Updated to 0.0.7
Updated to 0.0.7