Search found 21 matches
- Thu Jul 21, 2016 12:59 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 104145
Re: [0.12.34] Modpack: Farlands v0.1.13
If you are repacking for 13.x, I looked into Misanthrope and version 6.x for Factorio 13.x has a completely different progression; I noticed in the current one being stuck from 0.47 to 0.55 evo as the waves would decrease it as much as it was gaining. Not seeing any elemental biters means you can on...
- Tue Sep 22, 2015 12:01 am
- Forum: Modding help
- Topic: Is the LUA console capable of reflection?
- Replies: 4
- Views: 6130
Re: Is the LUA console capable of reflection?
I tried in the data-final-fixes.lua : require("config") for key, value in pairs(data.raw.resources) do table.insert(log, value); end and in the config.lua: if not log then log = {} end if game then for key, value in pairs(log) do game.makefile(key, value); end end Just because I have been ...
- Mon Sep 21, 2015 9:43 pm
- Forum: Modding help
- Topic: Is the LUA console capable of reflection?
- Replies: 4
- Views: 6130
Is the LUA console capable of reflection?
I come from a C# background and I'm trying to figure out how to spit out a list of objects, or for a single object a list of name/value pairs for attributes and functions of the object, using the in-game LUA console (which would be faster than editing scripts and restarting each time I want to try s...
- Mon Sep 21, 2015 7:13 pm
- Forum: Modding help
- Topic: Mining results without resource patch?
- Replies: 2
- Views: 3780
Re: Mining results without resource patch?
ingredients = { }, results = { {type="fluid", name="water", amount=10} }, I found this in bob's water pump which makes "free" water. But I could use something like: {type="item", name="iron-ore", amount=1, probability = 0.1} {type="item", ...
- Mon Sep 21, 2015 5:38 pm
- Forum: Modding help
- Topic: Mining results without resource patch?
- Replies: 2
- Views: 3780
Mining results without resource patch?
I was trying to figure out how to place an entity (doesn't need to be on a resource tile) that will effectively mine random result ores from any resource definitions present in other mods, but with a low probability for each (like 1%). I don't think the MiningDrill prototype will work without resour...
- Mon Sep 21, 2015 4:44 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 398505
Re: [0.11.22/0.12.x][v0.12.5] Bob's Ore Mod.
I was running 12.2 and cobalt did not come from the Galena ore. bobmods.ores.NickelGivesCobalt=false ; is the culprit I guess. Cobalt ore spawning is disabled by default so Galena would have been the only other source. I just downloaded and looked at 12.5 code and also the plates sub-mod, it still a...
- Tue Sep 15, 2015 12:39 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 398505
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
I am having fun with it, however I play with aliens on max settings and like to start surrounded and unable to expand so I was trying to figure out how to get at least 1 decent patch of everything in the spawn area. I thought was related to starting_area_weight_* but didn't identify anything that wo...
- Tue Jun 09, 2015 1:00 am
- Forum: Modding help
- Topic: How to take actions when map blocks generate?
- Replies: 2
- Views: 1649
How to take actions when map blocks generate?
I was looking at LUA/events for a hook. I saw: onchunkgenerated. It says "Contains area generated" but I'm not familiar with the data type. Does it contain tiles in the generated chunk or just coordinates of the chunk? Something like: require "defines" game.onevent(defines.events...
- Mon Jun 08, 2015 7:47 am
- Forum: Modding discussion
- Topic: Bridge Mod?
- Replies: 4
- Views: 9397
Re: Bridge Mod?
Is this because it's not possible to modify a tile in script at runtime? If you could change the type of tile, you could just make it one that works in the player layer as movable. But I don't see how you could do this with an entity.
- Mon Jun 08, 2015 3:32 am
- Forum: Modding discussion
- Topic: Few Questions on various Dynamics
- Replies: 3
- Views: 5473
Few Questions on various Dynamics
I am looking at the DyTech files and Base files to understand some things. There are a few things I want to try but am not sure how to do it. = Resource Placement = Looks like the autoplace uses perlin noise with all the maps affecting each other. It looks pretty hard to calibrate things and the map...
- Fri Aug 29, 2014 10:37 pm
- Forum: Modding interface requests
- Topic: Productivity_Max per building and per recipe
- Replies: 0
- Views: 2200
Productivity_Max per building and per recipe
I am looking at this mainly from perspective of the DyTech mod, where you can get up to +250% productivity on almost every process. I would suggest, that it is fine to have Productivity module +50% in any building that allows modules, and that it can also be fine to be allowed in beacons, with some ...
- Thu Aug 21, 2014 6:45 am
- Forum: General discussion
- Topic: forum update/lag/problems ?
- Replies: 4
- Views: 1685
forum update/lag/problems ?
Tonight about 2 hours ago, it seems the forum might have been updating. Pages were not loading at all, then at some point one did load with a different theme (the gray/orange which is new to me). Making a post still shows the old light blue/white theme for me at this time. I don't object to the colo...
- Wed Aug 20, 2014 7:09 am
- Forum: Implemented Suggestions
- Topic: The noise from logistics robots / Drone sounds
- Replies: 20
- Views: 19043
The noise from logistics robots / Drone sounds
I think most of the ambient sounds are good in terms of fit, volume, and range, most people are moving around in the base so there is a good "mix" of industrial sounds now. But - due to how logistics robots frequently come to the player or are just all over the place delivering goods, insi...
- Tue Aug 19, 2014 5:49 am
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 50633
Re: Friday Facts #44 - Decision making
I would make a tank just to roll over trees. Using the shotgun to clear them can be tedious and the car just stops and crashes. I am thinking the tank is slower than the car but maybe that makes it easier to control (well I guess speed is moot if you can crush terrain obstacles). It would be nice to...
- Fri Aug 15, 2014 4:55 am
- Forum: General discussion
- Topic: Starved via Throughput
- Replies: 10
- Views: 6367
Re: Starved via Throughput
Normally I have some inserters stocking to chests so that I can flip them if I suddenly have a resource shortage. This is pretty critical for coal esp. for power for lazer turrets during an attack, but only because it's hard to be mindful of all mine depletions esp. at a longer distance when you are...
- Fri Aug 15, 2014 4:39 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 329135
Re: Thank you (Make the dev-team happy today!)
Factorio is a very unique experience and one that I treasure. It has a sort of puzzle element that is only constricted by the player's goals and imagination. I look forward to seeing it exposed on Steam to a wider audience, I think it deserves to be seen more. It is definitely worth a buy in its cur...
- Thu Apr 24, 2014 4:30 am
- Forum: General discussion
- Topic: Reclaiming the planet
- Replies: 14
- Views: 7202
Re: Reclaiming the planet
Well, with like a medium starting zone if you do have enough resources nearby (or can make a path to them that doesn't trigger attacks), then you don't even have to face a single one if you control pollution. I used the effectivivity modules on the stuff that pollutes like 9, then on my regular fact...
- Wed Mar 26, 2014 5:26 am
- Forum: General discussion
- Topic: Initial thoughts on the logistic system
- Replies: 3
- Views: 2628
Initial thoughts on the logistic system
I was noticing in the late game actually having problems feeding some factories despite a large mining operation and then it occurred to me, you do lose control of where the bots put stuff to some degree (this or that assembly gets the electronic circuit?). It tends to starve some factories rather t...
- Tue Mar 25, 2014 3:17 am
- Forum: General discussion
- Topic: My first freeplay
- Replies: 4
- Views: 4518
Re: My first freeplay
I should clarify what was helpful and what was confusing. I did a lot of wiki research (which not everyone does before jumping in). - Logistics the first tech that gives the provider chest, does NOT by itself allow for a useful logistics network (only chest -> player I think) . The one that does tak...
- Mon Mar 24, 2014 3:53 am
- Forum: General discussion
- Topic: My first freeplay
- Replies: 4
- Views: 4518
My first freeplay
I thought I should share the story about my first real playthrough of Factorio. I am really enjoying this game as evidenced by 35 hours game time without having touched another game :lol: . I didn't really understand combat despite the tutorials (ie, what do I need to go up against a biter base?) so...