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[MOD 0.12.x] SolarSatellites

Posted: Sun Oct 25, 2015 11:26 pm
by LuziferSenpai
Type: MOD
Name: Solar Satellites
Description: Adds a new Satellite and a receiver
License: MIT
Version: 0.1.0
Release: 2015-10-26
Tested-With-Factorio-Version: 0.12.10
Category: Energy, Satellite
Tags: Energy, Satellite
Download-Url:
SolarSatellites_0.1.0.zip
(15.39 KiB) Downloaded 861 times
Description
Pictures
History
KNOW BUG!!!
The launched without Satellite is a bug that i cant fix sry.

Thanks to:
Klonan for the graphics for the satellite

Re: [0.12.x] SolarSatellites

Posted: Tue Oct 27, 2015 3:18 pm
by BigD145
You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large.

Re: [0.12.x] SolarSatellites

Posted: Thu Oct 29, 2015 2:04 am
by capthavic
BigD145 wrote:You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large.
Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a lot of space.

Re: [0.12.x] SolarSatellites

Posted: Thu Oct 29, 2015 6:03 am
by LuziferSenpai
capthavic wrote:
BigD145 wrote:You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large.
Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a lot of space.
The Problem is, that i cant make that Textures. I'm not a graphic Guy. i'm a Coder not more.

Re: [0.12.x] SolarSatellites

Posted: Thu Oct 29, 2015 11:24 pm
by capthavic
CookieGamerTV wrote:
capthavic wrote:
BigD145 wrote:You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large.
Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a lot of space.
The Problem is, that i cant make that Textures. I'm not a graphic Guy. i'm a Coder not more.
Fair enough, I was just saying it would be nice if you could get one made. BTW I'm running version 0.12.15 and mod just gives an error whether trying to load a save or start a new game

__SolarSatellites__/control.lua:4: attempt to index global 'game' (a nil value)

Re: [0.12.x] SolarSatellites

Posted: Fri Oct 30, 2015 7:55 am
by mngrif
I like it I'll give it a try.

Re: [0.12.x] SolarSatellites

Posted: Sat Oct 31, 2015 10:57 am
by LuziferSenpai
capthavic wrote:
CookieGamerTV wrote:
capthavic wrote:
BigD145 wrote:You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large.
Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a lot of space.
The Problem is, that i cant make that Textures. I'm not a graphic Guy. i'm a Coder not more.
Fair enough, I was just saying it would be nice if you could get one made. BTW I'm running version 0.12.15 and mod just gives an error whether trying to load a save or start a new game

__SolarSatellites__/control.lua:4: attempt to index global 'game' (a nil value)
Ähm yea, this MOD is only to 12.10 because i dont have updated the control.lua yet. Sry.

Re: [0.12.x] SolarSatellites

Posted: Sat Nov 07, 2015 7:00 am
by Neotix
Someone could make better graphic for receiver, based on actual projects:
Image
Image

Re: [0.12.x] SolarSatellites

Posted: Tue Nov 17, 2015 4:21 pm
by jorgenRe
BigD145 wrote:You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large.
Its not a radar dish. Its supposed to be a flat panel with loads of tiny dipol antennaes :ugeek:

Re: [0.12.x] SolarSatellites

Posted: Tue Nov 17, 2015 4:22 pm
by jorgenRe
Neotix wrote:Someone could make better graphic for receiver, based on actual projects:
Image
Image
That picture is why i'm planning to go with uv-c rays ;)!

Re: [0.12.x] SolarSatellites

Posted: Tue Mar 08, 2016 11:07 am
by jorgenRe
This mod is atleast 70 % stolen code

:evil:!
Legalstuff
Im not going to be a douchebag, but everyone can do mistakes and i'm going to give you a heads up now that when taking a LOT of my code and then using it in your mod that does basically the excact same thing with just some variables renamed is to take code from my mod. You are therefore required to give me credit for my work. You are lucky that i chose to use a license that lets people use my code freely(when done as written in the spoiler) so you can still have your mod (my code) up.
Never the less trye and be more unique when creating a mod instead of stealing someone elses!

Re: [0.12.x] SolarSatellites

Posted: Tue Mar 08, 2016 12:40 pm
by Koub
@OP : I have dled JorgenER's viewtopic.php?f=93&t=14701 and compared the code in control.lua with yours, and I must admit big chunks of code seem Copy-pasted, or just adapted (script.on_ <=> game.on_).
The least you chould do is give proper credit to original author.

Re: [MOD 0.12.x] SolarSatellites

Posted: Wed May 04, 2016 12:17 pm
by Oldhard
I compared the code in control.lua with control.lua in usefulSpace.
Big part code seem copy and pasted

:/
Shame to this author

Re: [MOD 0.12.x] SolarSatellites

Posted: Wed May 04, 2016 6:44 pm
by seronis
How big? When it comes to trivial things a lot of coders are gonna end up writting the exact same thing. Get off your high horse

Re: [MOD 0.12.x] SolarSatellites

Posted: Wed May 04, 2016 7:41 pm
by Supercheese
In fairness, this is pretty egregious copypasta... but let's let sleeping dogs lie, shall we?

Re: [MOD 0.12.x] SolarSatellites

Posted: Wed May 04, 2016 8:52 pm
by jorgenRe
seronis wrote:How big? When it comes to trivial things a lot of coders are gonna end up writting the exact same thing. Get off your high horse
Its actually using the code from an earlier version, but lets follow what supercheese says :)

Re: [MOD 0.12.x] SolarSatellites

Posted: Mon Jan 09, 2017 8:40 pm
by Airat9000
jorgenRe wrote:
seronis wrote:How big? When it comes to trivial things a lot of coders are gonna end up writting the exact same thing. Get off your high horse
Its actually using the code from an earlier version, but lets follow what supercheese says :)
mod in update?? new satellites and other?