Search found 422 matches

by Afforess
Fri Oct 30, 2015 2:54 pm
Forum: Modding help
Topic: Prevent biters from attacking something
Replies: 7
Views: 7924

Re: Prevent biters from attacking something

Biters will still chew their way through neutral/non-player entities to get to their target. So this might work for rail because that won't be in the way, but not for other structures that might block the biter's path. Huh, is that actually an actual "chewing" behavior? I always thought b...
by Afforess
Fri Oct 30, 2015 2:00 pm
Forum: Modding help
Topic: Game Mechanics Help
Replies: 3
Views: 3996

Re: Game Mechanics Help

1. Create 2 radar prototypes / entities, and chest entity attached.The first radar entity is the slow/default scan speed, the second radar is the fast radar entity. When the chest has alien artifacts / purple science, replace the slow radar entity with the fast radar entity, remove an alien science ...
by Afforess
Fri Oct 30, 2015 1:51 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 120234

Re: [MOD 0.12.x] Marathon 0.5.4

Hehe, didn't you like my super slow start iron axe recipe? I have managed to play through to blue science with these recipes, and haven't found anything terribly unbalanced. Everything is slow, as it should be :) Thanks for the release, and KeepOnBuilding! I removed it because when you start a fres...
by Afforess
Fri Oct 30, 2015 5:03 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 120234

Re: [MOD 0.12.x] Marathon 0.5.4

How time flies. Has it really been 3 months since 0.5.3 was released? Marathon 0.5.4 is out, with a slew of balance changes, mainly contributed from player discussions here and the contribution of KeepOnDigging ! I've been play-testing this release for over a month, and ironed out any issues before ...
by Afforess
Fri Oct 30, 2015 4:16 am
Forum: Modding help
Topic: Prevent biters from attacking something
Replies: 7
Views: 7924

Re: Prevent biters from attacking something

Is there a way to make biters totally not attack something? I'd like them to totally ignore rail. Thanks. I think you want to create a new force, (by default there are 3 forces, player, neutral, biter) and assign the rail entities to the new force. Alternatively, assign the rails to the neutral for...
by Afforess
Fri Oct 30, 2015 4:02 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 111086

Re: MOD [0.12.11+] Misanthrope 0.0.4 -- Better Biter Mechanics

For the particularly brave users actually playing with Misanthrope, 0.0.4 improves performance significantly during biter AI. There is no more single frame of lag every 60s while biters are planning / attacking player structures.
by Afforess
Fri Oct 30, 2015 3:31 am
Forum: Implemented mod requests
Topic: Add method to return current unix epoch time
Replies: 17
Views: 17867

Re: Add method to return current unix epoch time

I believe. It's been raised somewhere already: devs don't support separation of multiplayer and single player mods. Even though you're not forced to ensure mp compatibility. What is game.local_player then? That is a SP only method. It would indeed be nice to have some tool for benchmarking which is...
by Afforess
Thu Oct 29, 2015 1:51 pm
Forum: Implemented mod requests
Topic: Add method to return current unix epoch time
Replies: 17
Views: 17867

Re: Add method to return current unix epoch time

Rseding91 wrote:The only reason we don't have it accessible now is determinism. You could never use a replay or play multiplayer with any mod that used os.time() (or any variant of it).
If the function only works in SP, that seems like an acceptable trade-off.
by Afforess
Thu Oct 29, 2015 5:14 am
Forum: Implemented mod requests
Topic: Add method to return current unix epoch time
Replies: 17
Views: 17867

Re: Add method to return current unix epoch time

Slightly related discussion: https://forums.factorio.com/forum/viewtopic.php?f=71&t=13299&p=89368 Thanks for the link. I think to clarify, I don't care about player time, but machine / operating system time of the host / local player. I don't think the player time matters, just the time for...
by Afforess
Thu Oct 29, 2015 3:33 am
Forum: Implemented mod requests
Topic: Add method to return current unix epoch time
Replies: 17
Views: 17867

Add method to return current unix epoch time

It seems the lua 'os' library is not included in the factorio lua sandbox, likely for security considerations. In general, this is a good idea, but in particular, a way to access the unix epoch time would be useful. Epoch time is useful for logging (timestamps), debugging slow code execution (examin...
by Afforess
Thu Oct 29, 2015 1:37 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46684

Re: [MOD 0.12.x] AmmoBox 0.1.4

Error while running the event handler: __AmmoBox__/control.lua:133: petroleum-generator doesn't have an inventory with index(1) A new "Game Breaking Bug", with 12.14 :D As long as you are on AmmoBox 0.1.4 and Factorio 0.12.15, you shouldn't see this. If you do, provide a save & zip of...
by Afforess
Tue Oct 27, 2015 11:24 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 111086

Re: MOD [0.12.11+] Misanthrope 0.0.3 -- Better Biter Mechanics

I read through the last several posts, and had started a draft where I tried to respond to each argument individually. By then the end though, I realized my reply would encourage exactly the wrong sort of reaction. I think the core argument here is that Misanthrope shifts the game balance from the p...
by Afforess
Tue Oct 27, 2015 9:06 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46684

Re: [MOD 0.12.x] AmmoBox 0.1.4

Darkestnoir wrote:

Code: Select all

Error while running the event handler: __AmmoBox__/control.lua:133: petroleum-generator doesn't have an inventory with index(1)
A new "Game Breaking Bug", with 12.14 :D
Factorio 0.12.14 is totally broken, don't use it.
by Afforess
Tue Oct 27, 2015 2:30 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46684

Re: [MOD 0.12.x] AmmoBox 0.1.3

Darkestnoir wrote:

Code: Select all

Error while running the event handler: __AmmoBox__/control.lua:103: attempt to call field 'get_inventory' (a nil value)
Getting this when i load my 12.13 save...
This should be fixed in 0.1.4! :D
by Afforess
Tue Oct 27, 2015 1:55 am
Forum: Resolved Problems and Bugs
Topic: [0.12.13] [kovarex] Lua data de-serialization doesn't work
Replies: 6
Views: 10675

Re: [0.12.13] [kovarex] Lua data de-serialization doesn't work

Confirmed. I am seeing fairly strange results, similar to Choumiko. The objects exist now, but are mangled.
by Afforess
Tue Oct 27, 2015 12:38 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 111086

Re: MOD [0.12.11+] Misanthrope 0.0.3 -- Better Biter Mechanics

I think it makes sense that biters fight back as best as possible. And it is obvious you put a lot of effort and thought into your mod. So I say if it works for your target audience, then that's great. However, I fall into neither of your two categories. I enjoy a world were biters pose a challenge...
by Afforess
Mon Oct 26, 2015 7:06 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46684

Re: [MOD 0.12.x] AmmoBox 0.1.3

Darkestnoir wrote:

Code: Select all

Error while running the event handler: __AmmoBox__/control.lua:103: attempt to call field 'get_inventory' (a nil value)
Getting this when i load my 12.13 save...
Thanks for the report! I will take a look and release a fix later tonight.
by Afforess
Mon Oct 26, 2015 5:33 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 332978

Re: [MOD 0.12.x] Treefarm REDUX

With no forum activity from the mod author and if you plan on maintaining it, it might be better to make a new thread so you'd have control of the original post. Probably. I will do that in a day or so. Thank you very much. But it works until load game. When loading trees are not growing. Alright. ...
by Afforess
Mon Oct 26, 2015 5:25 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 111086

Re: MOD [0.12.11+] Misanthrope 0.0.3 -- Better Biter Mechanics

My really unimportant opinion is, that it is a bit unfair to attack rails. Cause it's really difficult to defend (and repair) rail-lines which go over 1000 or more tiles. Same for power lines. It's fair for players to wipe out biter spawners, but it's not fair for biters to take out player's resour...
by Afforess
Mon Oct 26, 2015 12:57 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 111086

Re: MOD [0.12.11+] Misanthrope 0.0.2 -- Better Biter Mechanics

So does that mean with this mod, the player has to defend each single piece of railway, because it will be attacked by biters? Any player built structure is fair game. So in short, yes. So does that mean with this mod, the player has to defend each single piece of railway, because it will be attack...

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