Search found 20 matches
- Mon Jun 10, 2019 3:21 pm
- Forum: Implemented mod requests
- Topic: API of the armed entities. Guided weapons
- Replies: 7
- Views: 3603
Re: API of the armed entities. Guided weapons
I have implemented selected_gun_index for entities of type Car (which includes tanks) (I have source access). It will be in 0.17.46.
If you want selected_ammo_index for turrets, I suggest making a new topic. I didn't look at implementing it because I don't know how turrets behave when they have ...
- Mon Jun 10, 2019 3:18 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 613907
Re: [MOD 0.14] AAI Programmable Vehicles
Now there is no need to "cut" the guns at the carEarendel wrote: Thu May 16, 2019 11:45 pm These changes are part of the mod now. There were a few issues but they have been resolved.
viewtopic.php?p=434545#p4345458
- Thu May 02, 2019 6:21 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 230754
Re: [MOD 0.13] Black Market (sell and buy on the market)
I propose add support for Necromant mod:
["necro-behemoth-biter-corpse"] = 500,
["necro-behemoth-spitter-corpse"] = 500,
["necro-big-biter-corpse"] = 150,
["necro-big-spitter-corpse"] = 150,
["necro-big-worm-corpse"] = 200,
["necro-medium-biter-corpse"] = 75,
["necro-medium-spitter-corpse ...
["necro-behemoth-biter-corpse"] = 500,
["necro-behemoth-spitter-corpse"] = 500,
["necro-big-biter-corpse"] = 150,
["necro-big-spitter-corpse"] = 150,
["necro-big-worm-corpse"] = 200,
["necro-medium-biter-corpse"] = 75,
["necro-medium-spitter-corpse ...
- Thu May 02, 2019 6:10 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 20335
Re: [MOD 0.15.x] Necromant
slightly optimized
added units from NE Enemies- Thu May 02, 2019 5:58 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 613907
Re: [MOD 0.14] AAI Programmable Vehicles
2 moments:
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In I'm add support multicategoried burner and fuel better than "rocket-fuel"
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In I'm add support multicategoried burner and fuel better than "rocket-fuel"
- Thu May 02, 2019 12:45 am
- Forum: Implemented mod requests
- Topic: API of the armed entities. Guided weapons
- Replies: 7
- Views: 3603
Re: API of the armed entities. Guided weapons
I'll try to be more precise.
The LuaEntity class provides the variable selected_gun_index for the type "Character" - I suggest the variable selected_gun_index to use for the type "Vehicle".
I also suggest using the new variable selected_ammo_index for the type "Turret"
The LuaEntity class provides the variable selected_gun_index for the type "Character" - I suggest the variable selected_gun_index to use for the type "Vehicle".
I also suggest using the new variable selected_ammo_index for the type "Turret"
- Sat Jan 12, 2019 12:30 am
- Forum: Implemented mod requests
- Topic: API of the armed entities. Guided weapons
- Replies: 7
- Views: 3603
Re: API of the armed entities. Guided weapons
============================================================================
I still don't understand. There is no such thing as "weapons transport" in Factorio. Maybe there's a translation issue here.
vehichle
weapon.png ...
I still don't understand. There is no such thing as "weapons transport" in Factorio. Maybe there's a translation issue here.
vehichle
weapon.png ...
- Fri Jan 11, 2019 9:55 pm
- Forum: Implemented mod requests
- Topic: API of the armed entities. Guided weapons
- Replies: 7
- Views: 3603
Re: API of the armed entities. Guided weapons
I want through the API:
- manage weapons transport (choose from several active for the character).
- choose the ammo for the gun turrets.
- control the guns themselves (turn on/off, change the range and strength of the shot (for lasers)).
Application:
- scenarios
- mods mentioned above.
Why ...
- manage weapons transport (choose from several active for the character).
- choose the ammo for the gun turrets.
- control the guns themselves (turn on/off, change the range and strength of the shot (for lasers)).
Application:
- scenarios
- mods mentioned above.
Why ...
- Sun Dec 30, 2018 11:42 am
- Forum: Ideas and Suggestions
- Topic: Acceleration starting Factorio for the usual play
- Replies: 6
- Views: 2340
Re: Acceleration starting Factorio for the usual play
This is really a (maybe indirect action). It is only in efficiency. I admit that the benefit of this may be more cost and therefore propose to try the idea.
- Sun Dec 30, 2018 9:33 am
- Forum: Ideas and Suggestions
- Topic: Acceleration starting Factorio for the usual play
- Replies: 6
- Views: 2340
Re: Acceleration starting Factorio for the usual play
For vanilla, the difference in speed may not be felt. But if there are more than 90 mods ...
In addition, I use the constant configuration settings and mods for regular games and for me (and such as I) this option will increase the comfort of the game
After all, this is just a suggestion, not an ...
In addition, I use the constant configuration settings and mods for regular games and for me (and such as I) this option will increase the comfort of the game
After all, this is just a suggestion, not an ...
- Sat Dec 29, 2018 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Acceleration starting Factorio for the usual play
- Replies: 6
- Views: 2340
Re: Acceleration starting Factorio for the usual play
I meant not only actions with sprites, but a full cycle of compiling game data in a file: mods, scripts, sprites, sounds, etc.
- Sat Dec 29, 2018 1:52 pm
- Forum: Implemented mod requests
- Topic: API of the armed entities. Guided weapons
- Replies: 7
- Views: 3603
API of the armed entities. Guided weapons
TL; DR
Propose to extend the API of the armed entities guided weapons
what ?
Now weapons control is possible only for characters through "selected_gun_index", but multiple weapons are also used in transport but there is no access to it (as an option, you can use access through the driver ). An ...
Propose to extend the API of the armed entities guided weapons
what ?
Now weapons control is possible only for characters through "selected_gun_index", but multiple weapons are also used in transport but there is no access to it (as an option, you can use access through the driver ). An ...
- Sat Dec 29, 2018 1:02 pm
- Forum: Ideas and Suggestions
- Topic: Acceleration starting Factorio for the usual play
- Replies: 6
- Views: 2340
Acceleration starting Factorio for the usual play
TL; DR
Acceleration starting Factorio
what ?
Every time you start, Factorio rebuild the game data, which slows down the launch. Offer this data to save to a file (iso image) and rebuild only when necessary (when updating game/mods).
why ?
This will give the advantage of speed in direct ...
Acceleration starting Factorio
what ?
Every time you start, Factorio rebuild the game data, which slows down the launch. Offer this data to save to a file (iso image) and rebuild only when necessary (when updating game/mods).
why ?
This will give the advantage of speed in direct ...
- Mon Dec 24, 2018 8:30 pm
- Forum: Not a bug
- Topic: [0.16.51] Do not detect invalid/empty state inventory cell
- Replies: 2
- Views: 1272
Re: [0.16.51] Do not detect invalid/empty state inventory cell
Yes, sorry - I overlooked it
. But is it possible to access the transport weapon switch as "selected_gun_index"
. "Guess" the current weapon can be read inventory with ammunition, which is also not very convenient ![Confused :?](./images/smilies/icon_e_confused.gif)
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
![Question :?:](./images/smilies/icon_question.gif)
![Confused :?](./images/smilies/icon_e_confused.gif)
- Mon Dec 24, 2018 1:39 pm
- Forum: Not a bug
- Topic: [0.16.51] Do not detect invalid/empty state inventory cell
- Replies: 2
- Views: 1272
[0.16.51] Do not detect invalid/empty state inventory cell
Bug report
construction
direct_driver=vehicle.get_inventory(defines.inventory.fuel)
if direct_driver[i] and direct_driver[i].valid
do not detect invalid/empty state inventory cell
1467.307 Script @__aai-programmable-vehicles__/control.lua:1824: inventory:: defines.inventory.fuel is present ...
construction
direct_driver=vehicle.get_inventory(defines.inventory.fuel)
if direct_driver[i] and direct_driver[i].valid
do not detect invalid/empty state inventory cell
1467.307 Script @__aai-programmable-vehicles__/control.lua:1824: inventory:: defines.inventory.fuel is present ...
- Fri Oct 19, 2018 5:57 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 613907
Re: [MOD 0.14] AAI Programmable Vehicles
comparability with mod
the car do not mining with Surfaces_remake_0.2.4 mod
If you're talking about picking the car up, then it might not have anything to do with the mod. You can't pick up vehicles that have characters driving them, and the mod is using virtual characters to drive the ...
- Wed Oct 17, 2018 6:28 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 613907
Re: [MOD 0.14] AAI Programmable Vehicles
comparability with mod
the car do not mining with Surfaces_remake_0.2.4 mod
the car do not mining with Surfaces_remake_0.2.4 mod
- Tue Aug 22, 2017 4:20 pm
- Forum: Mods
- Topic: [MOD 0.13] Electric Void
- Replies: 22
- Views: 20207
Re: [MOD 0.13] Electric Void
The use of global.tick in different modes simultaneously leads to braking and crashing the game (for example, 4-5 fps / ups). I recommend to use global[MOD_NAME].tick
This applies not only to the "tick", but also to any other variables
This applies not only to the "tick", but also to any other variables
- Mon Aug 21, 2017 4:29 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 105662
Re: [MOD 0.13] Mining Tools - resources generation
The use of global.tick in different modes simultaneously leads to braking and crashing the game (for example, 4-5 fps / ups). I recommend to use global[MOD_NAME].tick
This applies not only to the "tick", but also to any other variables
This applies not only to the "tick", but also to any other variables
- Thu Jun 29, 2017 5:32 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 613907
Re: [MOD 0.14] AAI Programmable Vehicles
Found a bug with Aircraft Mod and AAI PV:
I built an airplane with rocket weapon, placed it down, put "Vehicle Fuel" on it, after it used fully the 2nd unit of fuel, the vehicle just stop completely and didn't want to move again even picking it up and popping it down didn't make it move. The ...
I built an airplane with rocket weapon, placed it down, put "Vehicle Fuel" on it, after it used fully the 2nd unit of fuel, the vehicle just stop completely and didn't want to move again even picking it up and popping it down didn't make it move. The ...