Search found 33 matches

by zakman
Sat Mar 06, 2021 11:15 pm
Forum: Technical Help
Topic: [1.1.26] Pollution cloud barely visible on minimap or regular map
Replies: 5
Views: 1675

Re: [1.1.26] Pollution cloud barely visible on minimap or regular map

You could check the value of expected_max_per_chunk and min_to_show_per_chunk in game.map_settings.pollution (should be 150 and 50). I recall that these were changed at some point between 0.12 and now, and maybe the migration went wrong. Bingo! expected_max_per_chunk was set at 6000 for some reason...
by zakman
Fri Mar 05, 2021 10:18 pm
Forum: Technical Help
Topic: [1.1.26] Pollution cloud barely visible on minimap or regular map
Replies: 5
Views: 1675

Re: [1.1.26] Pollution cloud barely visible on minimap or regular map

EDIT: Ran the following command: /c game.player.print(game.map_settings.pollution.ageing) It was currently at 0.75, so I reset it to 1.0 (the initial value when I started a new map). This was done prior to starting the research mentioned below. ----- Screenshots attached, will upload the save later ...
by zakman
Fri Mar 05, 2021 4:37 am
Forum: Technical Help
Topic: [1.1.26] Pollution cloud barely visible on minimap or regular map
Replies: 5
Views: 1675

[1.1.26] Pollution cloud barely visible on minimap or regular map

Wondering if you all can suggest anything for a problem I seem to be having with a particular game - I don't think it's a bug per se, but likely an internal setting that got changed somehow that I just can't pin down. Have been playing this particular map since about 0.12, importing it from version ...
by zakman
Mon May 13, 2019 9:39 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501058

Re: Simple Questions and Short Answers

Since updating to 0.17.x, I've noticed that sounds seem to be handled differently. Specifically, sound volume is no longer independent of the zoom level as it was in 0.16 and previous, but changes depending on how close or how far you are zoomed in. Is there a way to change this back to what it was ...
by zakman
Mon Mar 11, 2019 8:11 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307044

Re: [MOD 0.16.x] WaiTex 1.2.3: A HD Texture Pack

Is WaiTex still relevant now that 0.17 is out?
by zakman
Tue Sep 18, 2018 8:29 pm
Forum: Ideas and Suggestions
Topic: Artillery auto-targetting
Replies: 16
Views: 6375

Re: Artillery auto-targetting

Adding to this, the toggle could be per-wagon, or even per-train.
by zakman
Sun Sep 16, 2018 1:26 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501058

Re: Simple Questions and Short Answers

quyxkh wrote: ↑
Sat Sep 15, 2018 9:17 pm
zakman wrote: ↑
Sat Sep 15, 2018 6:39 pm
looking for a console command that will remove all enemies in a certain area
Try

Code: Select all

/c for k,v in next,game.player.surface.find_entities_filtered{force='enemy',area={{-1000,-1000},{1000,1000}}} do
        v=v.valid and v.destroy()
        end
Worked perfectly, thanks!
by zakman
Sat Sep 15, 2018 6:39 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501058

Re: Simple Questions and Short Answers

Hello, looking for a console command that will remove all enemies in a certain area, not necessarily in a radius centered on the player. As a related example, I'm playing around with map commands, and used the following to generate a small "corridor" of explored terrain on my current map: ...
by zakman
Mon May 07, 2018 5:49 pm
Forum: Ideas and Requests For Mods
Topic: [Request]: More control for power grid
Replies: 3
Views: 1196

Re: [Request]: More control for power grid

Ideally I'd like something I could set up (relatively) easily and control from a central location, or even remotely. Running circuit wires hundreds of tiles out to my perimeter walls just makes me cringe a bit. Plus, I'd like to indulge my Star Trek-like fantasies here too..."Scotty! Enemies in...
by zakman
Wed May 02, 2018 7:52 pm
Forum: Ideas and Requests For Mods
Topic: [Request]: More control for power grid
Replies: 3
Views: 1196

[Request]: More control for power grid

Looking for a mod that will let me fine-tune my power grid better than I can now with just power switches. The idea I have in mind is an item (call it a power distribution box) that can be placed at various spots around your base and allow you to divide your power grid into "zones" that ca...
by zakman
Thu Apr 26, 2018 3:22 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501058

Re: Simple Questions and Short Answers

I'd like to know if it's possible to create a circuit similar to an SR latch that will open a power switch when it senses a power loss on one side of the switch. I have a couple of outposts that are partially self-sufficient with solar and accumulators, and I'd like to make sure that in the event my...
by zakman
Fri Apr 20, 2018 3:42 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315613

Re: [MOD 0.13.17+] Rampant - 0.16.24

Thank you!
by zakman
Fri Apr 20, 2018 12:22 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315613

Re: [MOD 0.13.17+] Rampant - 0.16.24

A question, what are some good "introductory" settings for Rampant? I'd like it to give me a bit of a challenge defending my massive base, but not overwhelm me right off the bat (as happens with default settings). While this is probably due to base design, I'd like to be able to tone thing...
by zakman
Mon Apr 09, 2018 8:28 pm
Forum: Modding help
Topic: Editing base mod file
Replies: 6
Views: 3158

Re: Editing base mod file

zakman wrote:Understood, but assuming I wanted to take those risks and do it anyways, where would I insert that line?
Nevermind, think I found it:

\data\base\scenarios\freeplay\control.lua.
by zakman
Mon Apr 09, 2018 8:19 pm
Forum: Modding help
Topic: Editing base mod file
Replies: 6
Views: 3158

Re: Editing base mod file

Understood, but assuming I wanted to take those risks and do it anyways, where would I insert that line?
by zakman
Mon Apr 09, 2018 7:37 pm
Forum: Modding help
Topic: Editing base mod file
Replies: 6
Views: 3158

Editing base mod file

I would like to edit the Factorio base mod in order to up my walking speed a bit. I know it's possible, have done it before on a different install, but cannot for the life of me remember which file to edit or what to put in there.

Any advice? Running 0.16 stable version on Windows 7. Thanks.
by zakman
Sat Oct 21, 2017 12:46 am
Forum: Mods
Topic: [MOD 0.14.x] UPS-up
Replies: 41
Views: 22777

Re: [MOD 0.14.x] UPS-up

Also would like to know how to remove it. The first post says instructions are located in the README.txt file, which I assume should be included in the zipfile...but I don't see one in there at all.
by zakman
Tue Jun 20, 2017 1:50 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91840

Re: [0.15] Space Extension Mod (SpaceX)

Can I use this with an existing save, or would I have to start from scratch?
by zakman
Fri May 26, 2017 7:16 pm
Forum: Energy Production
Topic: [0.15] Uranium enrichment process
Replies: 17
Views: 36374

Re: [0.15] Uranium enrichment process

I'm using the updated version of the original poster's blueprint, but I am having trouble getting it to start making fuel cells. I've got about 100 U-235 in the system, plus a ton of U-238. One of the enrichers is working full-time, with another slowly getting up to speed as more U-235 enters the sy...
by zakman
Thu May 25, 2017 12:45 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320298

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

Is there a console command that can place ion cannons into orbit? While updating an old base to 0.15, I inadvertently removed this mod and lost the dozen or so cannons I'd launched :( Having a couple of them back would be nice!

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