At one time, I created a fork for the updated for Factorio 2.0 mod The Ruins Mod https://mods.factorio.com/mod/AbandonedRuins_updated_fork
For more flexibility, I separated the ruins from this mod into a separate submod The Ruins Mod - Base (Time) https://mods.factorio.com/mod/AbandonedRuins-base ...
Search found 109 matches
- Tue Jan 28, 2025 7:23 pm
- Forum: Modding help
- Topic: Limit ruin spawning to individual planets
- Replies: 1
- Views: 94
- Thu Jan 09, 2025 7:46 pm
- Forum: Modding help
- Topic: How to stop turrets from firing without electricity?
- Replies: 39
- Views: 2030
Re: How to stop turrets from firing without electricity?
Hello! I found one nasty bug. Unfortunately, the mod does not work in case of modified shells.
Not technically a 'bug' as I was not trying to make it work with mods.
I see... Although it doesn't change the essence of the problem. I tested your modified code - it seems to work. I posted the ...
- Wed Jan 08, 2025 6:58 pm
- Forum: Modding help
- Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
- Replies: 16
- Views: 1072
Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?
I see. It's just a hobby. So everything is fine. Thank you!IsaacOscar wrote: Wed Jan 08, 2025 1:23 am Sorry, I haven't forgotten about this. My guess is this is due to the land-mine prototype having weird behaviour. I've been a bit busy lately, but I will give it a test soon and see if there's anything I can do about it.
- Wed Jan 08, 2025 6:46 pm
- Forum: Modding help
- Topic: How to stop turrets from firing without electricity?
- Replies: 39
- Views: 2030
Re: How to stop turrets from firing without electricity?
Hello! I found one nasty bug. Unfortunately, the mod does not work in case of modified shells.
It seems that the mod does not define ammo_category = "artillery-shell", but name = "artillery-shell". And such shells as name = "napalm-artillery-shell", name = "atomic-artillery-shell", name = "poison ...
It seems that the mod does not define ammo_category = "artillery-shell", but name = "artillery-shell". And such shells as name = "napalm-artillery-shell", name = "atomic-artillery-shell", name = "poison ...
- Sat Jan 04, 2025 8:23 pm
- Forum: Modding help
- Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
- Replies: 16
- Views: 1072
Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Unfortunately, during testing it turned out that the "spike-effect" does not work. Biters do not attack spikes.
Another problematic point was also revealed. Pentapods creatures have the ability to destroy buildings under their feet while walking. But in the case of the "land-mine" this effect does ...
Another problematic point was also revealed. Pentapods creatures have the ability to destroy buildings under their feet while walking. But in the case of the "land-mine" this effect does ...
- Sat Jan 04, 2025 3:30 pm
- Forum: Modding help
- Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
- Replies: 16
- Views: 1072
Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Warning, as usual I haven't tested any of that, but hopefully you're getting good enough to fix any typos I've made?
Unfortunately, you had too high an opinion of my abilities...
I couldn't figure out this error:
__Poisonous_barbed_spikes__/control.lua:5: attempt to index field 'event' (a ...
- Fri Jan 03, 2025 10:19 pm
- Forum: Modding help
- Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
- Replies: 16
- Views: 1072
Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Unfortunately, I was wrong. Enemies attack spikes only within the framework of priorities - in the absence of more important targets.
If enemies see the character or other objects and buildings - enemies ignore spikes and stupidly crawl on them until they die. Which breaks the entire game balance ...
If enemies see the character or other objects and buildings - enemies ignore spikes and stupidly crawl on them until they die. Which breaks the entire game balance ...
- Fri Jan 03, 2025 5:14 pm
- Forum: Modding help
- Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
- Replies: 16
- Views: 1072
Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Thank you very much!
I made the changes you suggested to the code and everything worked out! Thank you! Everything works even better than in the old version. (Just in case, I am attaching the file with the changes.)
However, now I will rebalance the spikes. Because enemies die on them almost ...
I made the changes you suggested to the code and everything worked out! Thank you! Everything works even better than in the old version. (Just in case, I am attaching the file with the changes.)
However, now I will rebalance the spikes. Because enemies die on them almost ...
- Thu Jan 02, 2025 5:15 pm
- Forum: Modding help
- Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
- Replies: 16
- Views: 1072
Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?
In general, I tried to change the "turret" type to the "land-mine" type.... Some kind of crap came out...
And some strange error. It complains about "unknown damage". As I understand it - that for "land-mine" damage of the "poison" type is unacceptable.
As they say - "the trick failed - the fakir ...
And some strange error. It complains about "unknown damage". As I understand it - that for "land-mine" damage of the "poison" type is unacceptable.
As they say - "the trick failed - the fakir ...
- Thu Jan 02, 2025 3:46 pm
- Forum: Modding help
- Topic: Why do scripts that work normally with entities on Navius not see entities on other planets?
- Replies: 3
- Views: 263
Re: Why do scripts that work normally with entities on Navius not see entities on other planets?
Thanks for the advice! Strange... I always thought that the Space Age would load first and therefore it is not necessary to write a dependency on it... It is enough to write a condition...
Now I will know...
- Thu Jan 02, 2025 1:25 pm
- Forum: Modding help
- Topic: Why do scripts that work normally with entities on Navius not see entities on other planets?
- Replies: 3
- Views: 263
Why do scripts that work normally with entities on Navius not see entities on other planets?
I once again encounter the fact that standard scripts do not see entities on other planets except Navius. And with an almost identical error
For example, such a script:
data.raw.item["small-stomper-pentapod"].loot = {{count_max = 25, count_min = 5, item = "spoilage", probability = 1}}
Error:
The ...
For example, such a script:
data.raw.item["small-stomper-pentapod"].loot = {{count_max = 25, count_min = 5, item = "spoilage", probability = 1}}
Error:
The ...
- Tue Dec 31, 2024 1:14 pm
- Forum: Modding help
- Topic: How to stop turrets from firing without electricity?
- Replies: 39
- Views: 2030
Re: How to stop turrets from firing without electricity?
As for publishing the mod, I'd prefer if you did it as it was you're idea, and I'm trying to only make mods for things I think should be in Factorio Vanilla.
And a completely unrelated thing I noticed when testing that it worked in Russian, the name of the space-age mod isn't translated to ...
- Sun Dec 29, 2024 3:10 pm
- Forum: Modding help
- Topic: How to stop turrets from firing without electricity?
- Replies: 39
- Views: 2030
Re: How to stop turrets from firing without electricity?
Sorry! Was lazy, busy, and sick. And then I was working on my own mods (I now have 9!)
I'll look at it tomorrow!
Got it. Congratulations! Get well soon! Just wanted to remind you... What if you forgot?... After all, so much work has been done - it's a shame to abandon it....
I also have a ...
- Sun Dec 29, 2024 12:33 pm
- Forum: Modding help
- Topic: How to stop turrets from firing without electricity?
- Replies: 39
- Views: 2030
Re: How to stop turrets from firing without electricity?
Good day! So how is the mod? Have you tried it yet?IsaacOscar wrote: Fri Dec 27, 2024 6:31 am Great work! I'll test it soon, in particular, I want to work out the difference between adding the flamethrower trigger to a 'Stream' TrigerDeliver, vs adding it to an 'instant' one.
- Fri Dec 27, 2024 4:25 pm
- Forum: Modding help
- Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
- Replies: 23
- Views: 1014
Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
I think that the developers tried to pay tribute to the aesthetics of the platforms, so that they would be more visually similar to the popular idea of spaceships associated with water transport
I don't see any other reasons to determine the speed qualities of platforms by their width ...
I don't see any other reasons to determine the speed qualities of platforms by their width ...
- Fri Dec 27, 2024 2:13 pm
- Forum: Modding help
- Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
- Replies: 23
- Views: 1014
Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
Unfortunately, I don't quite understand the essence of the whole problem with the mod you mentioned. Both vanilla and the mod use unrealistic acceleration mechanics.
But if we are talking about real airless space, then speed has nothing to do with mass... Mass is only related to acceleration. The ...
But if we are talking about real airless space, then speed has nothing to do with mass... Mass is only related to acceleration. The ...
- Fri Dec 27, 2024 1:02 pm
- Forum: Modding help
- Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
- Replies: 23
- Views: 1014
Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
The only other main complaint I have with space age would be that platform speed depends significantly on the width, but very little on the weight, but there's already a mod (https://mods.factorio.com/mod/Rocs-Improved-Platform-Drag) that fixes that; I don't want to use it though as it feels like ...
- Fri Dec 27, 2024 12:19 pm
- Forum: Modding help
- Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
- Replies: 23
- Views: 1014
Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
Fair enough!
What I want though is a mod that makes rocket silos work with mixed cargo (so it can automatically request lots of different stuff from the logistics network to fill a rocket, thus minimising the total number of rocket launches), you think you could do that?
What did you want me to ...
- Fri Dec 27, 2024 11:35 am
- Forum: Modding help
- Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
- Replies: 23
- Views: 1014
Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
Oh god, why... the recipes are already complex enough already
I just have this desire. To add a little more realism to the game...
That's why I gave the mod a corresponding name. In reality, it's not that scary - because I plan to make many modules universal. And they will simply replace ...
- Fri Dec 27, 2024 11:08 am
- Forum: Modding help
- Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
- Replies: 23
- Views: 1014
Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
Are you suggesting a single Assembler making stuff in stages? (So it makes the intermediate thing first, and then automatically makes the final product)? Because I've done something like that with the circuit network, but it is slow due to trash slots...
No, it's simpler. New intermediate items ...