Search found 14 matches

by DataCpt
Thu May 08, 2025 4:12 pm
Forum: Resolved for the next release
Topic: [2.0.15] Stompers do not take damage from land mines when attacking
Replies: 2
Views: 1057

Re: [2.0.15] Stompers do not take damage from land mines when attacking


I've changed landmines so if they're killed they explode as if set off by something being nearby.


Would this affect the behaviour of landmines with their action's force set to hit all instead of enemy?

Right now you can have landmines destroy friendly entities (including other landmines ...
by DataCpt
Thu May 08, 2025 3:54 pm
Forum: Modding interface requests
Topic: Segmented Unit entity relationship
Replies: 5
Views: 273

Re: Segmented Unit entity relationship

I wasn't expect rw on their territory, that opens up a lot of possibilities!

Could I ask that the behaviour I erroneously called a bug at 126979 be changed so that it's possible to always fire an even upon their removal?
by DataCpt
Mon May 05, 2025 12:55 am
Forum: Modding interface requests
Topic: More control over the demolisher simulation mechanic
Replies: 3
Views: 290

Re: More control over the demolisher simulation mechanic

Really happy to hear you're looking into it!

Thought I should update the thread with the solution I personally found.

Creating a capsule like this with the smoke enabled on top of it will wake it up:
local simulation_capsule = table.deepcopy(data.raw["projectile"]["slowdown-capsule"])
simulation ...
by DataCpt
Sun Apr 13, 2025 6:12 am
Forum: Modding interface requests
Topic: More control over the demolisher simulation mechanic
Replies: 3
Views: 290

More control over the demolisher simulation mechanic

I'll split this into two requests.

1. Before the 2.0.33 segmented-unit optimisation, I was able to trigger targeted demolisher attacks by having the desired target periodically "hit" them using the entity.damage command. Unfortunately, demolishers do not "activate" even when taking damage.

Could ...
by DataCpt
Fri Feb 28, 2025 6:50 am
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 39
Views: 25796

Re: Remove Expensive Mode

Completely irrelevant if you don't want to disable achievements.
by DataCpt
Thu Feb 27, 2025 2:55 pm
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 39
Views: 25796

Re: Remove Expensive Mode

Klonan wrote: Mon Nov 14, 2022 9:53 am It was agreed we would make the expensive mode recipes into a small mod that will be packaged with the game.
Is there any chance this is still coming? It would be nice to be able to enable something like this without disabling achievements!
by DataCpt
Tue Feb 25, 2025 7:01 am
Forum: Modding interface requests
Topic: Access to function that returns a pollution cloud's origin
Replies: 5
Views: 360

Re: Access to function that returns a pollution cloud's origin



Do biters just follow the pollution gradient until they encounter a hostile military target or pollution source?


Yes, and they search inside those chunks to find things to attack using the “find nearest enemy”.


That's interesting because find nearest enemy says it only finds military ...
by DataCpt
Thu Feb 20, 2025 8:22 am
Forum: Not a bug
Topic: [2.0.32] Segmented units destroyed with editor do not always fire event for the head
Replies: 1
Views: 153

[2.0.32] Segmented units destroyed with editor do not always fire event for the head

When a segmented-unit is killed by destroying its head or another segment it correctly fires defines.events.on_entity_died for the head.

When a segmented-unit is destroyed with editor by right clicking on its head, it correctly fires defines.events.script_raised_destroy. However this event does not ...
by DataCpt
Thu Feb 20, 2025 6:56 am
Forum: Modding interface requests
Topic: Access to function that returns a pollution cloud's origin
Replies: 5
Views: 360

Access to function that returns a pollution cloud's origin

There is clearly an efficient enough way for biters to pick an attack area or target based on pollution clouds.

To reimplement that behaviour for new entities or ones that don't have it built in, I'm using distance checks + surface.find_nearest_enemy_entity_with_owner followed by surface.find ...
by DataCpt
Tue Feb 18, 2025 9:51 pm
Forum: Not a bug
Topic: [2.0.32] Demolishers share resistances
Replies: 4
Views: 320

Re: [2.0.32] Demolishers share resistances


This topic again... https://forums.factorio.com/viewtopic.php?p=660790#p660790
the most sane approach i think is to write mods in a way that are working correctly regardless if the data sits in a shared table or in an independent table


Seems like I agree with you, I'm going to personally ...
by DataCpt
Tue Feb 18, 2025 9:41 pm
Forum: Not a bug
Topic: [2.0.32] Demolishers share resistances
Replies: 4
Views: 320

Re: [2.0.32] Demolishers share resistances


it was never guaranteed for tables inside of data to be independent. If you want to change those values, you may need to deepcopy them to make sure they are independent, this will make your code resilient against other mods also using shared tables.


Yeah I made a note of that at the bottom ...
by DataCpt
Tue Feb 18, 2025 4:58 am
Forum: Not a bug
Topic: [2.0.32] Demolishers share resistances
Replies: 4
Views: 320

[2.0.32] Demolishers share resistances

I don't know of any other entity where changing the resistances of one entity also changes the resistances of another. If this is expected behaviour then this is not a bug.

Demolisher resistances are set inside /data/space-age/prototypes/entity/enemies.lua and all use the same demolisher ...
by DataCpt
Fri Feb 14, 2025 6:31 pm
Forum: Outdated/Not implemented
Topic: Either revert, or even further increase the cost of mining productivity
Replies: 10
Views: 1561

Re: Either revert, or even further increase the cost of mining productivity

The research is linear and 2.5x cheaper, then you have 50% less drain with big drills that have an extra module slot (increased to 92% with legendary quality), then you have space/other planets' infinite resources, then you have new buildings with massive base productivity and increased module slots ...
by DataCpt
Fri Feb 14, 2025 5:58 pm
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 9
Views: 987

Re: Acid neutralizarion is 10x too fast.

The steam temperature produced being lower would also help reduce how ridiculously good the recipe is.

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