Search found 25 matches
- Sat Sep 28, 2024 1:13 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 42331
Re: Friday Facts #430 - Drowning in Fluids
And once again, I'll repeat my comment from "Fluids "2.0" topic - just make new system a setting or a mod to turn on/off. The fact that this simplified version of fluid handling is being forced on all players and not just the ones who'll buy SA is mindboggling to me. I am sorry, but ...
- Fri Sep 27, 2024 12:18 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 42331
Re: Friday Facts #430 - Drowning in Fluids
Honestly, this is a huge setback. I'd prefer the existing system over any of the changes being presented. For oil in particular, at this point, if Wube is going to go with this presented system, I'm just going to start setting up barreling to transport oil around. I'd much rather deal with that than...
- Sat Apr 13, 2024 5:40 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32932
Re: Friday Facts #406 - Space Age Music
Yeah I feel like it might be quite a jarring switch once we get to the new Space Age areas. I am aware that we only heard ~3% of WIP music and it certainly sounds good but I do hope that there is more to it that fits more with the unique style of the existing soundtrack and that not everything is f...
- Fri Apr 12, 2024 9:41 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32932
Re: Friday Facts #406 - Space Age Music
I have a fondness for orchestral/classical-style music, but I find myself not liking the examples shown. Taylor's work on the pre-existing Factorio soundtrack set a tone for the whole game that, musically speaking, the new tracks don't exactly compare to; this not to say the new work is bad, just th...
- Fri Feb 09, 2024 7:15 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 48909
Re: Factorio is coming to Nintendo Switch™
My main beef is the total lack of mod support. I've gotten so used to playing with mods that not having them is a near-dealbreaker...
- Tue Feb 06, 2024 8:50 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] ICBMs
- Replies: 7
- Views: 1190
Re: [IDEA] ICBMs
You might be looking for the mod Ballistic Missile :) https://assets-mod.factorio.com/assets/c8ea3fd6ada719e73d68194ac9f812487673d459.png I'll check this out. Why didn't you respond to me saying that i'd happily make it? Because if anyone was going to program it, I'd like to be the one doing most o...
- Tue Feb 06, 2024 7:57 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] ICBMs
- Replies: 7
- Views: 1190
Re: [IDEA] ICBMs
I'll check this out.
- Tue Jan 16, 2024 9:13 am
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 1459
Re: Ammo range modification
My mod actually has zero dependencies. I run a check for other mods but there is no need for those mods to be present. The only reason I can think of regarding other mods overriding the behavior of mine is, my attempt to ensure my mod loads last by appending 'zzzzzz' was futile.
- Tue Jan 16, 2024 8:47 am
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 1459
Re: Ammo range modification
You can set the max range for the projectiles under action delivery. https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html attack_parameters = { ammo_type = { category = "laser", target_type = "entity", action = { type = "direct", action_delivery = {...
- Tue Jan 16, 2024 8:37 am
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 1459
Re: Ammo range modification
You can set the max range for the projectiles under action delivery. https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html attack_parameters = { ammo_type = { category = "laser", target_type = "entity", action = { type = "direct", action_delivery = {...
- Mon Jan 15, 2024 11:19 pm
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 1459
Re: Ammo range modification
This does not fix the issue.BraveCaperCat wrote: ↑Mon Jan 15, 2024 10:59 pm Use ammo_type.range_modifier, as said by the first reply to your post.
- Mon Jan 15, 2024 10:48 pm
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 1459
Re: Ammo range modification
You want to change the range during the control stage -- is that correct? ... Properties like "turret_range" or "radar_range" belong to LuaEntityPrototype and are read-only. You can modify these, but only on starting the game (during data stage). Nope. I'm doing all of my change...
- Mon Jan 15, 2024 11:37 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] ICBMs
- Replies: 7
- Views: 1190
[IDEA] ICBMs
I know the MIRV mod does something similar to this idea, but something is just not as satisfying about having to launch a satellite with a limited number of uses, as actually individually manufacturing rockets, payloads, etc. and assembling them in a dedicated silo. Not to mention watching a missile...
- Mon Jan 15, 2024 11:30 am
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 1459
Ammo range modification
I'm not sure if this has ever been discussed, nor if this was intentional or just oversight, but I've noticed there's no way to change an individual ammo item's set range, despite the fact that other ranges throughout the game can be configured with mods. Enabling ammo ranges to be tweaked alongside...
- Sat Oct 28, 2023 10:55 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 60045
Re: Friday Facts #381 - Space Platforms
My main question is, are the platforms' limitations going to be modifiable by end users, or are they strictly hard-coded? I feel it'd be a fun challenge to play a modded game of Factorio with the end goal of building a space base, so not just transportation platforms but a dedicated logistics hub, b...
- Mon Aug 28, 2023 7:01 pm
- Forum: Implemented mod requests
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 9429
Re: No more than 255 tiles?
Holy tile space, Batman!
- Sat Aug 26, 2023 2:52 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99788
Re: Friday Facts #373 - Factorio: Space Age
With space being added to the progression alongside several new planets, is it possible that the 255-tile limitation will be upped? The new tiles needed for these planets and for the space platforms will create problems for mods like Alien Biomes, which already have problems enough with that limitat...
- Mon Aug 21, 2023 7:20 am
- Forum: Implemented mod requests
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 9429
Re: No more than 255 tiles?
It's not going to happen. It would be a memory and performance hit for *every single base game player regardless of them using mods* - that's not going to happen. Wouldn't this be inevitable in the future, anyways? If a major content update is ever released, or Factorio nears the end of its develop...
- Thu Apr 28, 2022 8:18 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 42876
Re: [1.1] Bob's Mods: General Discussion
Would it be fine to build "addon mods," as it were, which piggyback off the library and other bob's mods code, without actually containing any of that code within themselves? There's some convenient functions in there that would be nice to work with while I'm starting out, but I don't wan...
- Thu Apr 28, 2022 7:15 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 42876
Re: [1.1] Bob's Mods: General Discussion
Would it be fine to build "addon mods," as it were, which piggyback off the library and other bob's mods code, without actually containing any of that code within themselves? There's some convenient functions in there that would be nice to work with while I'm starting out, but I don't want...