Search found 555 matches

by rk84
Sun Mar 29, 2015 12:29 am
Forum: Modding help
Topic: need someone for a funny scenario
Replies: 8
Views: 2259

Re: need someone for a funny scenario

Hi. I saw this so I decided to add some options for manual building in Test mode.
by rk84
Tue Mar 17, 2015 8:23 pm
Forum: Off topic
Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
Replies: 32
Views: 35003

Re: Infinifactory by Zachtronics - 3D SpaceChem successor

After finishing The heist, I´m returning old puzzles and try to super size them. Improving cycles some degree, ignoring footprint :D Wave Detection Array: 133/281 http://giant.gfycat.com/WeakLightheartedGilamonster.gif Guided Javelin Type 1: 131/452/396 (half of them is wasted in gif for recording r...
by rk84
Tue Mar 17, 2015 1:46 pm
Forum: Ideas and Suggestions
Topic: Semi-persistent mining
Replies: 14
Views: 3434

Re: Semi-persistent mining

Mayby mining target/selected entity could be locked until button is released.
by rk84
Wed Mar 04, 2015 2:29 am
Forum: Modding help
Topic: Picture positioning
Replies: 4
Views: 2436

Re: Picture positioning

I used paint to aid me. Left accumulator: Factorio places center of image in center of entity and shift is used to tweak image position. Right accumulator: This is what I believe to be your case. topleft corners of selectionbox and image in same position. basic-accumulator.png Not sure if this align...
by rk84
Tue Feb 24, 2015 2:45 pm
Forum: Modding help
Topic: noob help(resolved)
Replies: 3
Views: 1504

Re: noob help

There is no custom entities yet and you can't edit map-settings without restarting. You could create radar type entity and use onsectorscanned -event in game to trigger evolutionfactor reduction? control.lua game.onevent(defines.events.onsectorscanned, function(event) if event.radar.name == "my...
by rk84
Mon Feb 09, 2015 12:21 pm
Forum: Modding help
Topic: Mod load order - Am I missing something?
Replies: 3
Views: 5468

Re: Mod load order - Am I missing something?

Key word for searching is dependencies. I think mod loading order forms up from 3 things: 1. Dependencies. Mod with dependency is load later than dependent mod. 2. Dependency count. Mods with 2 dependencies are loads after mods with only one dependency. (optional missing mods does not count) 3. Nami...
by rk84
Sat Feb 07, 2015 1:02 am
Forum: Mods
Topic: [WIP] PvP gamescript
Replies: 2
Views: 10044

Re: [WIP] PvP gamescript

FishSandwich wrote:Nice! Does it work well in multiplayer? Last I heard GUI buttons caused all kinds of desync issues.
Well I had no desyncs in 0.11.14, but I'm not making any promises.
by rk84
Sat Feb 07, 2015 12:05 am
Forum: Mods
Topic: [WIP] PvP gamescript
Replies: 2
Views: 10044

[WIP] PvP gamescript

My take on pvp gameplay. I choose to not add/edit items or entities, at least not yet, because main focus was to make independent script just to create pvp game with either mod active or script as part of map. You can create map with editor and paste control.lua of mod to map's folder or paste it to...
by rk84
Wed Feb 04, 2015 1:45 pm
Forum: Modding discussion
Topic: Boiler energy is bounded ?!
Replies: 8
Views: 10478

Re: Boiler energy is bounded ?!

For some reason they add resting consumption also to buffer size. Normally used with electric energy sources. resting_consumption = 1 / 30.0 buffer size = energy_consumption * (1 + 2 * resting_consumption) Side note: I think that energy consumption should be change to output power or something. Beca...
by rk84
Mon Feb 02, 2015 9:48 pm
Forum: Implemented Suggestions
Topic: Custom Scenariors and MP
Replies: 0
Views: 595

Custom Scenariors and MP

I think same interface as in custom scenariors could be used with new mp games. Currently I have to start new scenarior, save it and then load it as mp game. And possible have to repeat if others does not fancy my map selection.
by rk84
Thu Jan 29, 2015 7:27 pm
Forum: Not a bug
Topic: game.getlocalised_something_ wrong return type
Replies: 9
Views: 5943

Re: game.getlocalised_something_ wrong return type

Not a bug, but outdated information. Reason why you get just key of localized string in table, would be desyncing of players with different language settings.
by rk84
Wed Jan 28, 2015 11:41 am
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103961

Re: Introduction, Downloads & Release history

Update 0.11.5
-Warp to player button should work now.
-Hopefully print events does not desync any more. I have not tested in mp, but I got rid of serpent.line that were used to print out lua table of event.
by rk84
Wed Jan 28, 2015 11:21 am
Forum: Not a bug
Topic: [0.11.13] onchunkgenerated replacing water with sand bug
Replies: 6
Views: 2578

Re: [0.11.13] onchunkgenerated replacing water with sand bug

Ignoring graphics for moment. There is no half tiles. A grass tile is automaticly placed between sand and water, because thats how it is defined in prototypes. Deep-water allows only water as neighbor. Water allow only grass as neighbor. I can think 2 options for you. 1. Edit graphics and/or layer i...
by rk84
Tue Jan 27, 2015 4:50 pm
Forum: Mods
Topic: [MOD][WIP] Gravitation tech
Replies: 0
Views: 3059

[MOD][WIP] Gravitation tech

Alternative for magnet mod. This mod moves items on ground instead of removing and inserting them. Its on standby after researching gravitation technology. Active everytime player pick up something. Might get more gravity related content in future. I had couple crashes, but it might be screen record...
by rk84
Mon Jan 26, 2015 11:02 am
Forum: Gameplay Help
Topic: Factory stats
Replies: 2
Views: 1603

Re: Factory stats

Production stats are behind P-key by default.
Look up from control options if this is not the case.
by rk84
Thu Jan 22, 2015 11:54 pm
Forum: Videos
Topic: Xterminator vs. FishSandwich! A PvP style Youtube series
Replies: 107
Views: 31696

Re: Xterminator vs. FishSandwich! A PvP style Youtube series

There is something you can do to make map less effective for spying your opponent. If you set alpha of player color little over 1, the dot on map will become transparent. :)
by rk84
Thu Jan 22, 2015 8:25 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103961

Re: Introduction, Downloads & Release history

Update 0.11.4 I made a small improvement in itemlisting. Item groups and scroll buttons if there is more then 6 groups. I haven't run into problem with too many items in list but mayby I should add scroll buttons to actual list too. EDIT: I finally did some multiplayer testing. -print events option ...
by rk84
Tue Jan 20, 2015 3:20 pm
Forum: Gameplay Help
Topic: Recovering game from finished save.
Replies: 0
Views: 777

Recovering game from finished save.

So I was standing on railway track, bend over to place signal light for new crossing, then I saw it through my legs getting closer. :) -Nice stats. Ok I just save the replay for testing purposes to see what I get even though replay is disabled. -Now I just load autosave and suffer 15min gameplay los...
by rk84
Thu Jan 15, 2015 12:45 am
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103961

Re: Introduction, Downloads & Release history

A little late but sill: Thanks for the mod, not only is it providing really good features for testing stuff but also helped me learn the gui stuff :) One question though: Under what license is your mod? I'd like to use the way you create your tm-icon- styles in my mod. I could make Test mode a depe...
by rk84
Thu Jan 01, 2015 4:45 pm
Forum: Mods
Topic: [MOD 0.11.6][WIP] Fluid handling expansion
Replies: 8
Views: 16375

Re: [MOD 0.11.6][WIP] Fluid handling expansion

RU: У меня странная проблема из-за этого мода - после того как я его поставил все остальные танкеры перестали заполняться вовсе, или заполняются лишь на 1000 литров. Как это исправить? EN: I have a strange problem because this mod after I put all the rest of the tankers stopped to fill up at all, o...

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