Search found 945 matches
- Mon Nov 12, 2018 12:58 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 53124
Re: Friday Facts #268 - The modern Biter
About those sidelegs. Does an entity that occurs in thousands need that much visual noise around itself? The blue biter running really fast on the gif image doesn't look nice. As game currently plays, biters often end up bunching together in tight globs. Did you test how those crowds would look with...
- Tue Jan 09, 2018 5:56 pm
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 20376
Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
Well that is almost as it should be done. Back then when I was doing that, there were no other planes and surely no procedurally generated ones. It was done in data.lua instead of other steps (-updates , -final fixes) so that if some mod was performing some balance changes and such, my entities were...
- Sat Nov 11, 2017 12:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Factorio Trailer - Camera following items on belts !help pls
- Replies: 7
- Views: 4630
Re: Factorio Trailer - Camera following items on belts !help pls
Well, here's the thread, but the dowload link is broken by now. https://forums.factorio.com/viewtopic.php?t=4273 Seeing how it was five major versions away, it is unlikely to have any practical value, apart from educating one on some core ideas, that would still be needed to redone with new api. Hav...
- Thu Nov 09, 2017 11:52 pm
- Forum: Ideas and Requests For Mods
- Topic: Factorio Trailer - Camera following items on belts !help pls
- Replies: 7
- Views: 4630
Re: Factorio Trailer - Camera following items on belts !help pls
There was a mod somewhere, that devs used to make that video. Though it is likely outdated. The video was made before the belt optimizations I think. You make a "camera" by removing player's character, like in sandbox. Then, you could teleport it around a small distance every step to simul...
- Sun Oct 22, 2017 10:32 am
- Forum: Modding help
- Topic: Equipment disappear
- Replies: 2
- Views: 1850
Re: Equipment disappear
Is tank item an "item-with-entity-data"? { type = "item-with-entity-data", name = "tank", icon = "__base__/graphics/icons/tank.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "b[personal-transport]-b[tank]", pl...
- Sat Oct 21, 2017 9:00 am
- Forum: News
- Topic: Friday Facts #213 - The little things 2
- Replies: 55
- Views: 27136
Re: Friday Facts #213 - The little things 2
I'm bothered that there is no indication of the connection between the assembler and the chest that is doing math about it. Maybe this logic should be in the circuit system? Say, assembler can output the amounts it needs for 30 seconds as signals, and then you wire those signals to requester chest, ...
- Thu Oct 19, 2017 4:15 pm
- Forum: Mods
- Topic: [MOD 0.15] Overseer 0.1.0
- Replies: 3
- Views: 2357
Re: [MOD 0.15] Overseer 0.1.0
Sounds interesting, don't know if plays interesting as well. You know, the inability to just place buildings right away is a major tedium, when you are planning things up\want to see how it plays out. Sure, if you bash on it long enough, you evolve a new play-style situated for these constraints, bu...
- Sat Oct 14, 2017 8:18 pm
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6363
Re: [MOD 0.15.36] DroneCommand_0.1.1 (Oct 13 17)
Using tansmitter So, the transmitter does not do complex logic in the regard of the input signals. For example, if you pass it a signal "20 defender" it will just spawn those. What if the squad already has 20 "defender"s? Should the signal be treated as a desired number of drone...
- Sat Oct 14, 2017 11:10 am
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6363
Re: [MOD 0.15.36] DroneCommand_0.1.1 (Oct 13 17)
Transmitter basics Just as radar transmitter is a building comprised of multiple interfaces, you place the input entity, and the rest pop up on their own. 1.png Note that transmitter (as well as smart radar) is not rotatable. Once again, the spawning interfaces are automatically connected to the ne...
- Fri Oct 13, 2017 11:19 pm
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6363
Re: [MOD 0.15.36] DroneCommand_0.1.1 (Oct 13 17)
Also, newer version is released. Inner workings reorganization was done. Maybe I've fixed something, maybe it wasn't broken before I've started updating.
- Fri Oct 13, 2017 11:16 pm
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6363
Re: [MOD 0.15.36] DroneCommand_0.1.1 (Oct 13 17)
I was really interested in being able to automatically have drones zoom around and fight biter bases, but then I saw the combinator networks in your saved games and I have no idea what's going on and I'm not interested in learning how to build a contraption that complex. I really hope you can find ...
- Fri Oct 13, 2017 10:45 pm
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6363
Re: [MOD 0.15.36] DroneCommand_0.1.1 (Oct 13 17)
Continuing. We wish to iterate over two coordinates X and Y, so we take P = X + Q * Y . A pair of the bottom combinators makes the Y of the P signal. (We have also changed the output label of the other combinator to X). We finalize our arithmetic procedures by the paththrought combinator. 5.png Now ...
- Thu Oct 12, 2017 11:49 pm
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6363
Re: [MOD 0.15.36] DroneCommand_0.1.1 (13.10.17)
Here comes the first writeup on the usage. Doing smart radar In this mod, I've tried to keep the interface of my special buildings simple. This however means, that much should be done on the player side. (this however is not set in stone, I just don't know better. So, here comes part one of the guid...
- Thu Oct 12, 2017 11:47 pm
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6363
[MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Type: Mod Name: Drone Command Description: Swarms of combat robots controlled by circuitry. License: CC BY 3.0 Version: 0.1.1 Release: 2015-10-13 Tested-With-Factorio-Version: 0.15.36 Category: Gameplay Download-Url: Attached Website: https://mods.factorio.com/mods/Adil/DroneCommand License You are ...
- Tue Oct 10, 2017 5:50 pm
- Forum: Not a bug
- Topic: [15.35] get_cease_fire is false for neutral force
- Replies: 2
- Views: 1785
Re: [15.35] get_cease_fire is false for neutral force
Well, for now it complicates the checks of two forces relations and introduces behavior contradicting to the documentation. The documentation for the functions simply says: get_cease_fire(other) → boolean Will this force attack members of another force? get_friend(other) → boolean Is this force a fr...
- Mon Oct 09, 2017 4:31 pm
- Forum: Not a bug
- Topic: [15.35] get_cease_fire is false for neutral force
- Replies: 2
- Views: 1785
[15.35] get_cease_fire is false for neutral force
Entities of player and neutral forces do not attack each other. Yet the command: game.player.force.get_cease_fire"neutral" returns false. (As well as other variants of obtaining the diplomatic stance between the player and the trees.) Actually, the neutral force seems to be at war with eve...
- Mon Sep 25, 2017 1:15 am
- Forum: Modding discussion
- Topic: Requesting a list of a few mods to help me out.
- Replies: 3
- Views: 1979
Re: Requesting a list of a few mods to help me out.
Another pair of commands that could solve same issue. First one should freeze all enemies, second one kills all biters every 5 seconds. /c for _,entity in pairs(game.surfaces.nauvis.find_entities_filtered{force="enemy"}) do entity.active=false end /c script.on_event(defines.events.on_tick,...
- Mon Sep 25, 2017 1:08 am
- Forum: Modding discussion
- Topic: What are the Event callback Parameter(s)? [SOLVED]
- Replies: 9
- Views: 3332
Re: What are the Event callback Parameter(s)?
Seeing how that wiki article was last updated two years ago, I doubt that it is better documentation. Your questions are quite puzzling to me. There are no standardized classes in lua and standard event handlers are passing a simple table with fields described in the api docs. Without whatever `meta...
- Sat Sep 23, 2017 9:02 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request/Idea] Population Mod
- Replies: 3
- Views: 2210
Re: [Request/Idea] Population Mod
Without the graphics or people movement simulations it is simplistic to the point of triviality: BUILDINGS={ ["laboratory"]={need={beds=10},give={}}, ['green-house']={need={beds=5},give={food=40}}, ['water-well']={need={beds=1},give={water=50}}, ['church']={need={beds=3},give={happiness=30...
- Wed Sep 20, 2017 9:31 pm
- Forum: Modding help
- Topic: export energy stats to file
- Replies: 4
- Views: 2313
Re: export energy stats to file
Well, for me it doesn't really work because, firstly, you try to iterate over dictionary (non-number keys) with `ipairs`, secondly, because solar panel has `energy` equal to zero always. I've fixed first issue below, for the second one I don't know workaround. require "util" --local game_r...