Search found 8 matches
- Mon Jul 22, 2024 6:56 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Editor (Blueprint God Mode Planet)
- Replies: 6
- Views: 1214
Re: Blueprint Editor (Blueprint God Mode Planet)
Did you try https://mods.factorio.com/mod/BlueprintLab_Henriquelay ?
- Sat May 13, 2023 2:03 pm
- Forum: Modding help
- Topic: Control tanks/character/cars without player
- Replies: 4
- Views: 1097
Re: Control tanks/character/cars without player
Thanks for your tips ! The additional missing piece was the "selected" attribute: You need to set it to the target you are going to shoot, including for dummy character.
- Fri May 12, 2023 10:13 pm
- Forum: Modding help
- Topic: Control tanks/character/cars without player
- Replies: 4
- Views: 1097
Control tanks/character/cars without player
Following the documentation, there is few ways to control military targets and control attacks: - shooting_state but seems useful to know what's happening, but writing to it doesn't change anything. - shooting_target works but only for turrets. - set_command works but only for units. - vehicle_autom...
- Fri May 12, 2023 8:37 pm
- Forum: Minor issues
- Topic: [1.1.81] Enemy artillery not targeting player buildings in some case
- Replies: 4
- Views: 1098
Re: [1.1.81] Enemy artillery not targeting player buildings in some case
In this case, a relative small change would be to display some units in the force editor as I was expecting this value to be in tiles and not a multiplier.
- Fri May 12, 2023 6:19 pm
- Forum: Minor issues
- Topic: [1.1.81] Enemy artillery not targeting player buildings in some case
- Replies: 4
- Views: 1098
Re: [1.1.81] Enemy artillery not targeting player buildings in some case
Oh yes I did change it but reverted back the setting.
Does this setting is applied when building the artillery and hidden after ?
Because the information box visible in the screenshot doesn't show this huge range but a standard one
Does this setting is applied when building the artillery and hidden after ?
Because the information box visible in the screenshot doesn't show this huge range but a standard one
- Fri May 12, 2023 2:15 pm
- Forum: Minor issues
- Topic: [1.1.81] Enemy artillery not targeting player buildings in some case
- Replies: 4
- Views: 1098
[1.1.81] Enemy artillery not targeting player buildings in some case
It seems on some very specific occasion, artillery on ennemy force don't target building of the player. I'm not able to fully reproduce the circumstances of this issue. One thing which might be related is that I overfilled them by script insertion. (No ammo in the screenshot is because we are not in...
- Thu May 11, 2023 8:58 am
- Forum: Modding interface requests
- Topic: [Request] Add capsule cooldown manipulation/access
- Replies: 2
- Views: 1250
Re: [Request] Add capsule cooldown manipulation/access
Fully agree ! Trying to be creative with different type of capsule is really limited by this shared cooldown. This has been requested multiple times in the past: https://forums.factorio.com/viewtopic.php?f=28&t=98834&p=547546&hilit=cooldown#p547546 https://forums.factorio.com/viewtopic.p...
- Tue Dec 13, 2022 11:18 pm
- Forum: Won't fix.
- Topic: [1.1.72] Segmentation fault when exiting while non-blocking save
- Replies: 1
- Views: 1094
[1.1.72] Segmentation fault when exiting while non-blocking save
While saving the game with SE with the non-blocking save enabled, I pressed exit before the end of the save which triggered a segmentation fault.
This happened on my save but also I reproduced it just using a "labo" save, so this is not specific to my save.
This happened on my save but also I reproduced it just using a "labo" save, so this is not specific to my save.