Search found 16 matches

by reaperrar
Fri Nov 22, 2024 3:29 am
Forum: Modding help
Topic: Stop cargo pods landing without a cargo pad
Replies: 3
Views: 195

Re: Stop cargo pods landing without a cargo pad

Thanks s6x, that seems to work perfectly! There's just one thing I can't wrap my head around, when calling create_entity how does the replacement entity have the same inventory as the destroyed one? I'm guessing it's something to do with the "fast_replace = true" but I can't see any notice...
by reaperrar
Thu Nov 21, 2024 1:39 am
Forum: Modding help
Topic: Stop cargo pods landing without a cargo pad
Replies: 3
Views: 195

Stop cargo pods landing without a cargo pad

I have this mod - https://mods.factorio.com/mod/fragile-cargo-pods Cargo pods break when hitting the surface of planets. You need landing pads! Ensures a fresh start on each planet. For now, you'll have to disable the mod if landing fresh on Aquilo. Todo: Disable once Aquilo is unlocked, or only des...
by reaperrar
Wed Sep 27, 2017 10:40 pm
Forum: Modding help
Topic: On biter nest absorb pollution... Do
Replies: 2
Views: 1400

Re: On biter nest absorb pollution... Do

No, there's no such event and there isn't likely to be one as it would add a large constant overhead for minimal gains as pollution absorption happens frequently. Cheers. If anyone is interested... I ended up finding all nests on game init and also added to my array when they are built. Every game ...
by reaperrar
Tue Sep 26, 2017 9:55 pm
Forum: Modding help
Topic: On biter nest absorb pollution... Do
Replies: 2
Views: 1400

On biter nest absorb pollution... Do

Whenever a biter nest absorbs pollution, I'd like to hook into the event with a reference to the nest and how much pollution was absorbed. Can that be done? If not, at a fixed rate I'd like to iterate over all biters nests in tiles that have pollution... with a reference to the tile pollution total ...
by reaperrar
Mon Sep 25, 2017 10:01 pm
Forum: Gameplay Help
Topic: Steam in storage tanks
Replies: 3
Views: 2351

Steam in storage tanks

When setting up my reactor, I used storage tanks as a buffer for the steam.

Does the steam store in the tanks indefinitely? I ask because I'd expect it to need to be kept hot but that is probably a little too complicated an implementation.
by reaperrar
Wed Sep 13, 2017 12:10 am
Forum: General discussion
Topic: Best alternative to Allegro
Replies: 6
Views: 3530

Re: Best alternative to Allegro

Sfml or plain opengl, for a project of Factorio size rather opengl. For anything smaller, sfml. Interesting, although wouldn't there be a lot of effort spent on making the application work across multiple platforms and hardware if rolling opengl? I know that's one of the big things mentioned, somet...
by reaperrar
Mon Sep 11, 2017 8:33 pm
Forum: General discussion
Topic: Best alternative to Allegro
Replies: 6
Views: 3530

Re: Best alternative to Allegro

There is no best alternative. Too many pros and cons and preferences and resources and etc. that it is too subjective to say that something is best. What's wrong with it being subjective? I'm asking for individual subjective opinions. Also I'd measure the "best" alternative to be the choi...
by reaperrar
Mon Sep 11, 2017 8:10 am
Forum: General discussion
Topic: Best alternative to Allegro
Replies: 6
Views: 3530

Best alternative to Allegro

I've seen a few times some of the devs have mentioned that Allegro isn't the best choice to develop a game like Factorio with. Iirc, all it is used for is the rendering, audio, input and io. My question to you guys (or a dev if they happen to swing by) is what is the best alternative (for Factorio) ...
by reaperrar
Mon Oct 17, 2016 9:47 pm
Forum: Modding help
Topic: Turret Engagement Range?
Replies: 1
Views: 790

Turret Engagement Range?

I'm looking at this mod: https://mods.factorio.com/mods/Buhamut/Artillery I notice the the turrets will not start engaging enemies unless I am nearby even though they have super far range. Is there some sort of engagement range variable? I see nothing in the entity declaration body that I'd be looki...
by reaperrar
Sat Oct 15, 2016 4:40 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 223018

Re: Uranium Power

It's suppose to be a puzzle that you work out. If I tell you, it wouldn't be any fun now would it? There are multiple solutions. The one on the tutorial is just an example. It was not meant to be blockage-proof. Well, knowing that the solution is not blockage-proof helps as I thought I had done som...
by reaperrar
Sat Oct 15, 2016 2:27 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 223018

Re: Uranium Power

My chemical plant daisy chain quite often has blockages, although I followed the video tutorial. For example, my 2.2% hexaflouride plant produces 1.7% & 2.7%. The 2.7% output goes into my 2.7% plant. The 2.7% plant produces 2.2% & 3.2%. The 2.2% output goes back up into the 2.2% plant input....
by reaperrar
Wed Oct 05, 2016 12:48 am
Forum: Modding help
Topic: Keeping Mod deterministic
Replies: 6
Views: 2436

Re: Keeping Mod deterministic

A lot of mods being uploaded to portal already require 0.14 branch as it fixes so many things with each new release. To get 0.14 on steam, you'll need to opt in to beta releases via library > right click game in sidebar > properties. Well, that's fair enough. Unfortunately I'm paying for a service ...
by reaperrar
Tue Oct 04, 2016 10:50 pm
Forum: Modding help
Topic: Keeping Mod deterministic
Replies: 6
Views: 2436

Re: Keeping Mod deterministic

If you're using old version of Factorio, like 0.13 branch, you will sill have those errors. I suggest upgrading to the 0.14 branch. If you do need to work around the rounding errors in 0.13, take a look at this code: https://github.com/narc0tiq/evoGUI/blob/master/value_sensors/evolution_factor.lua#...
by reaperrar
Tue Oct 04, 2016 10:24 pm
Forum: Modding help
Topic: Keeping Mod deterministic
Replies: 6
Views: 2436

Re: Keeping Mod deterministic

Rounding numbers issue should hopefully be resolved since 0.14.10 - if not please report issues in bug reporting forum so the devs know. Other than that, see http://lua-api.factorio.com/latest/Data-Lifecycle.html I appreciate your response. However, I'm a little confused about the relevancy of the ...
by reaperrar
Tue Oct 04, 2016 9:24 pm
Forum: Modding help
Topic: Keeping Mod deterministic
Replies: 6
Views: 2436

Keeping Mod deterministic

I've just started creating a mod and I'm wondering how we can keep things deterministic (common things to do/avoid) so they work flawlessly in multiplayer. Also, I've done some research and have found things as simple as using floating point numbers will result in non-deterministic behaviours across...
by reaperrar
Mon Mar 14, 2016 5:51 am
Forum: General discussion
Topic: How to increase difficulty beyond world generator options?
Replies: 5
Views: 2564

How to increase difficulty beyond world generator options?

I'm mostly looking for something that will increase how often the biters spawn to come assault my base. I'm already playing around with: /c game.map_settings.enemy_expansion.min_expansion_cooldown /c game.map_settings.enemy_expansion.max_expansion_cooldown /c game.map_settings.enemy_expansion.max_ex...

Go to advanced search