How do I customize the damage and damage type of asteroids?
I don't see anything about this in asteroid.lua. That contains plenty of other stuff, including resistances to damage types and what to spawn (smaller asteroids) when one dies. But not the damage they do to space platforms.
I searched ...
Search found 34 matches
- Thu Mar 27, 2025 2:43 am
- Forum: Modding help
- Topic: Asteroid damage
- Replies: 0
- Views: 273
- Fri Feb 14, 2025 4:59 pm
- Forum: Ideas and Suggestions
- Topic: [Answered] Allow cryogenic plant to process ice melting
- Replies: 4
- Views: 572
Re: [Recipes] Allow cryogenic plant to process ice melting
I agree with the other reply: the cryogenic plant specializes in cold stuff, not heating stuff.
Regarding its balance: it is important to note that the other planets provide new production machines with built-in productivity. Yet another one would be boring. Instead, the cryogenic plant is balanced ...
Regarding its balance: it is important to note that the other planets provide new production machines with built-in productivity. Yet another one would be boring. Instead, the cryogenic plant is balanced ...
- Fri Jan 31, 2025 2:36 pm
- Forum: Not a bug
- Topic: [2.0.28] Mining drill expected resources ignoring resource drain
- Replies: 4
- Views: 578
Re: [2.0.28] Mining drill expected resources ignoring resource drain
In addition to that, it is impossible to know the full resource yield anyway due to overlapping mining areas. Two drills can mine the same tiles.
It sounds simplest to me to report on the total number of raw resources in the mining area, ignoring resource drain and overlapping mining areas.
It sounds simplest to me to report on the total number of raw resources in the mining area, ignoring resource drain and overlapping mining areas.
- Thu Aug 20, 2020 5:51 pm
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 7326
Re: No non-starter resources near spawn in 1.0
Thanks. Appears to be a non-issue, then.
I guess I never noticed until now. I thought RSO ignored starting area size for resource generation, as opposed to biter generation. Clearly, I thought wrong.
I guess I never noticed until now. I thought RSO ignored starting area size for resource generation, as opposed to biter generation. Clearly, I thought wrong.
- Tue Aug 18, 2020 11:28 pm
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 7326
Re: No non-starter resources near spawn in 1.0
I did increase starting area size. I thought that might have been the reason, except biters were much closer than the non-starter resources. If they started at roughly the same distance from (0, 0) that would make perfect sense to me and I would be okay with that.
I tried several maps, mostly ...
I tried several maps, mostly ...
- Mon Aug 17, 2020 6:12 am
- Forum: Resource Spawner Overhaul
- Topic: No non-starter resources near spawn in 1.0
- Replies: 12
- Views: 7326
No non-starter resources near spawn in 1.0
I upgraded to Factorio 1.0 and decided to start over. I am using whatever the latest version of RSO is via the in-game update.
When I generate a map, I get the usual starter resources at the center of the map. However, I am not seeing any non-starter resources for over 1km away. I scouted by using ...
When I generate a map, I get the usual starter resources at the center of the map. However, I am not seeing any non-starter resources for over 1km away. I scouted by using ...
- Mon Mar 02, 2020 3:43 am
- Forum: Gameplay Help
- Topic: Artillery wagons are not attacking all static targets within range
- Replies: 4
- Views: 4301
Re: Artillery wagons are not attacking all static targets within range
I think I figured it out. I had the train schedule open while it was firing. The wait timer visibly filled up and the train left.
I reset the wait condition to the default five seconds. The timer moved to the right, then zipped back to zero as the wagons acquired more targets. My new artillery ...
I reset the wait condition to the default five seconds. The timer moved to the right, then zipped back to zero as the wagons acquired more targets. My new artillery ...
- Mon Mar 02, 2020 2:17 am
- Forum: Gameplay Help
- Topic: Artillery wagons are not attacking all static targets within range
- Replies: 4
- Views: 4301
Re: Artillery wagons are not attacking all static targets within range
I can understand being slow and taking a while to scan. As it is, my artillery trains take around ten seconds. However, they should not give up in the middle of scanning and tell the locomotives they are done. After watching a bit more, it seems that they will eventually get all the targets. It may ...
- Sun Mar 01, 2020 5:42 pm
- Forum: Gameplay Help
- Topic: Artillery wagons are not attacking all static targets within range
- Replies: 4
- Views: 4301
Artillery wagons are not attacking all static targets within range
I have a series of train stops along my base's perimeter and two 2-4-2 artillery trains making their rounds.
The trains have a condition of "one second inactivity OR cargo empty" for each train stop.
Sometimes I can see static targets, worms and spawners, in range on the map view. However, the ...
The trains have a condition of "one second inactivity OR cargo empty" for each train stop.
Sometimes I can see static targets, worms and spawners, in range on the map view. However, the ...
- Fri May 24, 2019 5:30 pm
- Forum: Ideas and Suggestions
- Topic: Do not disconnect power poles when pasting filters
- Replies: 3
- Views: 1480
Do not disconnect power poles when pasting filters
TL;DR
Do not disconnect power poles when pasting filters.
What ?
When copying and pasting filters, it is possible to disconnect power poles. This is because the paste function, shift+left mouse, also disconnects power poles.
Recently, in 0.17.42, I was copying stack filter inserter filters ...
Do not disconnect power poles when pasting filters.
What ?
When copying and pasting filters, it is possible to disconnect power poles. This is because the paste function, shift+left mouse, also disconnects power poles.
Recently, in 0.17.42, I was copying stack filter inserter filters ...
- Fri Mar 01, 2019 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Portable Fusion Reactor research dependency
- Replies: 4
- Views: 3668
Re: [0.17.3] Portable Fusion Reactor research dependency
I agree. It does not make sense that portal fusion reactor requires military science. It simply provides power: it can support combat items such as personal laser defense, but it is not inherently combat-related. I could cram my power armor full of exoskeletons and personal roboports instead.
- Wed Feb 27, 2019 9:40 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 44104
Re: RSO for 0.17
I agree, RSO should continue. I think vanilla generation is certainly better than it used to be, and is fine for the 90%+ of players who launch a rocket and move on to the next game in their Steam queue.
Those of us who like to build megabases are better off with RSO. It is easier to create larger ...
Those of us who like to build megabases are better off with RSO. It is easier to create larger ...
- Fri Sep 21, 2018 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Improve train length feedback when placing signals and stops
- Replies: 2
- Views: 1566
Improve train length feedback when placing signals and stops
TL;DR
When placing rail signals and train stops, indicate the number of wagons between the previous and current signals using a number.
What ?
If I have a rail signal or train stop in my hand and hover over the side of a track, show via popup a number that is the number of wagons that can fit ...
When placing rail signals and train stops, indicate the number of wagons between the previous and current signals using a number.
What ?
If I have a rail signal or train stop in my hand and hover over the side of a track, show via popup a number that is the number of wagons that can fit ...
- Fri Sep 21, 2018 8:50 pm
- Forum: Outdated/Not implemented
- Topic: Breaking Force upgrades and Tanks/Cars
- Replies: 2
- Views: 2186
Re: Breaking Force upgrades and Tanks/Cars
Looks like this is not going to happen. Duplicate from the "outdated/not implemented" subforum:
viewtopic.php?f=71&t=47579
Also, "braking" is the act of slowing a vehicle. "Breaking" is smashing it to bits.
viewtopic.php?f=71&t=47579
Also, "braking" is the act of slowing a vehicle. "Breaking" is smashing it to bits.
- Mon Aug 27, 2018 4:25 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 61276
Re: Friday Facts #257 - NPE/Campaign update
Regarding some of the comments about shallow water:
What this means is there is an area that the player - and biters - can move through but neither static defenses nor logistics can be built.
Shallow water is one way to create a zone that biters can attack through a chokepoint, but that chokepoint ...
What this means is there is an area that the player - and biters - can move through but neither static defenses nor logistics can be built.
Shallow water is one way to create a zone that biters can attack through a chokepoint, but that chokepoint ...
- Fri Apr 27, 2018 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Limit offshore pump output depending on lake size
- Replies: 29
- Views: 9570
Re: Limit offshore pump output depending on lake size
I think this adds unnecessary complexity. If water should be limited, then have an offshore pump simply produce less water. More pumps would be needed, limited by availability of space along the shoreline.
- Fri Apr 27, 2018 10:32 pm
- Forum: Ideas and Suggestions
- Topic: "Skybox" for map edges
- Replies: 4
- Views: 2508
Re: "Skybox" for map edges
I like the abstract idea, but not the implementation. I think it would look better to have a third type of water - perhaps a "very deep" water - and use that. Landfill would not work there. That would look more realistic than dropping off into space, or having a black edge like the world is ...
- Sat Dec 16, 2017 5:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Grammar of achievements disabled - biters settings
- Replies: 4
- Views: 2253
Re: [0.16.3] Grammar of achievements disabled - biters settings
Yes, of course, thanks. I reported a grammar issue but messed up the grammar in my own postLoewchen wrote:You mean the other way round?Also, "setting" should be "settings" to agree with "is" which is singular.

- Fri Dec 15, 2017 4:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Grammar of achievements disabled - biters settings
- Replies: 4
- Views: 2253
[0.16.3] Grammar of achievements disabled - biters settings
Achievement text in US-English locale when an achievement is disabled due to biter settings reads:
This achievement can't be unlocked when enemy base settings is lower then default.
"then" should be "than". Also, "settings" should be "setting" to agree with "is" which is singular.
More ...
This achievement can't be unlocked when enemy base settings is lower then default.
"then" should be "than". Also, "settings" should be "setting" to agree with "is" which is singular.
More ...
- Thu Dec 14, 2017 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 12342
Re: [TOGos][16.0] Starting area has no water
I have to agree with Twinsen here. I have generated a dozen or two maps on 0.16.x (not 170 though) without any mods active. While there were maybe two that were unworkable, the majority were fine. They were certainly inconsistent in that some looked to be easier than others, but that is to be ...