Search found 1628 matches

by Qon
Thu Jul 22, 2021 7:51 pm
Forum: Modding interface requests
Topic: Set "Grid position" of blueprints
Replies: 7
Views: 233

Re: Set "Grid position" of blueprints

Please tell us if you can get it to work that way or not, I'm curious and would like to know in case I have to do the same in a possible future mod! I don't really understand what exactly "grid position" is supposed to be. Is it just a way of saying "not centered on the red flag"...
by Qon
Thu Jul 22, 2021 12:40 pm
Forum: Modding interface requests
Topic: on_chunk_generated_by_pollution event
Replies: 9
Views: 246

Re: on_chunk_generated_by_pollution event

I would not have expected that behavior, but from testing it looks like there is a single chunk thick ring around the map (presumably filled with the 'out-of-map'tiles), but beyond which chunks aren't generated and thus pollution can not travel, so it could still work for OPs purpose. Your image la...
by Qon
Thu Jul 22, 2021 12:09 pm
Forum: Gameplay Help
Topic: 16 x 16 balancer?
Replies: 4
Views: 5882

Re: 16 x 16 balancer?

Did you search for a 4 year old topic to necro just to troll people like a psychopath or did you decide to troll after you had found this old topic because you just couldn't resist the urge once inspiration hit? Edit: Also, to add extra insult to injury: OP was necroing the topic when he made the th...
by Qon
Mon Jul 19, 2021 11:23 am
Forum: Modding help
Topic: source_type of ammo items seems to be ignored
Replies: 11
Views: 245

Re: source_type of ammo items seems to be ignored

I have a use for target masking as well, I found some helpful topic (yours on that water turret mod) that had info on that that I will have to find again for one of my mods.
by Qon
Mon Jul 19, 2021 11:20 am
Forum: Gameplay Help
Topic: Locate specific items "missing the material for construction " on the map
Replies: 8
Views: 509

Re: Locate specific items "missing the material for construction " on the map

Yes that is exactly what it was. Some buttons with a textfield (for code) and a timer each, and some hotkeys that would activate those same codes. And you can just write any lua command in those boxes. And if you set a timer then you can run commands periodically.
by Qon
Mon Jul 19, 2021 10:40 am
Forum: Modding help
Topic: source_type of ammo items seems to be ignored
Replies: 11
Views: 245

Re: source_type of ammo items seems to be ignored

Pi-C wrote:
Mon Jul 19, 2021 10:32 am

Apparently I can't do that (no mods, new game, editor mode), unless there is a special setting I haven't found yet:
Equip the artillery GUN, not the turret that uses the gun. It's a bit hidden but I think using infinity chest allows you to spawn the actual gun (icon tank turret) the easiest way.
by Qon
Mon Jul 19, 2021 10:37 am
Forum: Modding interface requests
Topic: drawing.draw_text != fog_of_war [new API parameter]
Replies: 3
Views: 221

Re: drawing.draw_text != fog_of_war

I think lines are always not drawn in FoW, so not sure why it's different (if it is). Lines can be drawn on top of entities and below, is it the same for text? Does that alter how text is affected for FoW maybe? Just throwing guesses out of things I would test.
by Qon
Mon Jul 19, 2021 10:31 am
Forum: Gameplay Help
Topic: Locate specific items "missing the material for construction " on the map
Replies: 8
Views: 509

Re: Locate specific items "missing the material for construction " on the map

I made a mod that I never released that gives buttons, timers and maybe hotkeys for running commands. I don't have access to it right now (...because I didn't release it basically) but I guess this request is a perfect argument for actually finishing and releasing it.
by Qon
Mon Jul 19, 2021 10:26 am
Forum: Modding help
Topic: source_type of ammo items seems to be ignored
Replies: 11
Views: 245

Re: source_type of ammo items seems to be ignored

I didn't know this property existed or what it did. The flamer ammo being different when used in the tank should have been a clue, but I haven't used flamer ammo in tank for a long time now and forgot about it. Thinking about if I should use this for Capsule Ammo now, might be able to improve balanc...
by Qon
Sun Jul 18, 2021 11:52 am
Forum: Ideas and Requests For Mods
Topic: Spoiler-free title / menu screen
Replies: 1
Views: 129

Re: Spoiler-free title / menu screen

Just turn it off yourself with the available settings. :roll: Screenshot from 2021-07-18 13-49-21.png (Really, if the devs are so eager to show how to build things in the menu screen why not just include a default set of blueprints so the player never has to learn anything?) Do you actually think th...
by Qon
Sat Jul 17, 2021 9:56 am
Forum: Modding help
Topic: I don't understand set_event_filter (1.1.35)
Replies: 2
Views: 94

Re: I don't understand set_event_filter (1.1.35)

after the actual event registration Did you try seomthing like script.on_event(defines.events.on_marked_for_deconstruction, function(ev) game.print(game.table_to_json(ev)) end) -- Lua code is executed from top to bottom, so this will execute after: script.set_event_filter(defines.events.on_marked_f...
by Qon
Wed Jul 14, 2021 5:58 am
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 21
Views: 933

Re: What are the most impractical items in Factorio?

Topic title: What are the most impractical items in Factorio? Well the topic is not about impractical items at all. Maybe change the title to "What items do you not use?" Or something like that. Some of the items on your lists are pretty strange, eg artillery. It's one of the best techs in...
by Qon
Tue Jul 13, 2021 1:06 pm
Forum: Modding help
Topic: string gfind?
Replies: 3
Views: 110

Re: string gfind?

What do you mean when you say "I can't call it"? You didn't provide code. How do you call it? Do you call it correctly? I've used gsub in data stage code (Capsule Ammo 0.1.5 data.lua L22). If gsub is available the gfind is as well. Do you know when to use . and when to use : ? Was a while ...
by Qon
Mon Jul 12, 2021 5:53 pm
Forum: Balancing
Topic: Spidertron speed buff
Replies: 34
Views: 3644

Re: Spidertron speed buff

Also there's this mod https://mods.factorio.com/mod/spidertron-extended. Faster spidertrons, bigger grids for more exoskeletons. Good solution for those who want bigger faster harder better? Addressing everyone negative to increasing the base speed: I don't want a bigger grid. I don't want to make ...
by Qon
Mon Jul 12, 2021 5:33 pm
Forum: Balancing
Topic: Walls need to be cheaper
Replies: 11
Views: 359

Re: Walls need to be cheaper

As I told I don't see afking as hard. And yes making turrets, and ammo is not cheaper either, and this is why i think that exactly walls should be cheaper and not be another nuisance so even a small setup could give you protection while you are polluting and spending resources to make all the iron ...
by Qon
Mon Jul 12, 2021 5:30 pm
Forum: Modding interface requests
Topic: Set "Grid position" of blueprints
Replies: 7
Views: 233

Re: Set "Grid position" of blueprints

Please tell us if you can get it to work that way or not, I'm curious and would like to know in case I have to do the same in a possible future mod!
by Qon
Mon Jul 12, 2021 5:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Spidertron does not show entity.speed
Replies: 9
Views: 933

Re: [1.0.0] Spidertron does not show entity.speed

The spider speed depends on the leg speed and their stretch force and some complex internal calculation, So it isn't just some single prototype value that we can easily expose to increase/decrease the speed Are you saying that the current base speed wasn't chosen based on any balancing decisions, b...
by Qon
Mon Jul 12, 2021 1:59 pm
Forum: Fan Art
Topic: My work
Replies: 1
Views: 206

Re: My work

Looks good!

Is this drawn in Factorio, from map view? Or is it an image you drew in an image editor and then transferred to Factorio with a blueprint script?
by Qon
Mon Jul 12, 2021 1:52 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Spidertron does not show entity.speed
Replies: 9
Views: 933

Re: [1.0.0] Spidertron does not show entity.speed

It is moddable but not directly or precisely. See https://github.com/tburrows13/SpidertronPatrols/blob/master/prototypes/spiderling.lua#L11, which uses the create_spidertron function in base (which was added in 1.1). No, it's not. Doesn't count when that value can only be used to decrease the spide...

Go to advanced search