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:
This MOD adds a new Satellite and when ever you launch a rocket with that satellite you get a count to the score and you recieve more energy. You need every 10 satellites a new reciever.
Pictures
ss (2015-10-26 at 12.17.47).jpg (7.5 KiB) Viewed 30100 times
ss (2015-10-26 at 12.17.42).jpg (30.26 KiB) Viewed 30100 times
ss (2015-10-26 at 12.20.49).jpg (24.14 KiB) Viewed 30100 times
ss (2015-10-26 at 12.22.32).jpg (31.04 KiB) Viewed 30100 times
ss (2015-10-26 at 12.22.44).jpg (37.91 KiB) Viewed 30100 times
History
v0.1.0 Release
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:
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
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:
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
!
Legalstuff
The MIT License (MIT)
Copyright (c) 2015 Jørgen Reinnes
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files to Bigdrill, to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE. http://opensource.org/licenses/MIT
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