Search found 945 matches

by Adil
Mon Nov 12, 2018 12:58 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 8000

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...
by Adil
Tue Jan 09, 2018 5:56 pm
Forum: Mods
Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
Replies: 35
Views: 6874

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...
by Adil
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: 841

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...
by Adil
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: 841

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 Though it is likely outdated.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 simulate camera...
by Adil
Sun Oct 22, 2017 10:32 am
Forum: Modding help
Topic: Equipment disappear
Replies: 2
Views: 171

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]", place_result = "tank", stack_size = 1 }
by Adil
Sat Oct 21, 2017 9:00 am
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 7886

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, ...
by Adil
Thu Oct 19, 2017 4:15 pm
Forum: Mods
Topic: [MOD 0.15] Overseer 0.1.0
Replies: 3
Views: 556

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...
by Adil
Sat Oct 14, 2017 8:18 pm
Forum: Mods
Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Replies: 9
Views: 1064

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 drones in squad or as a r...
by Adil
Sat Oct 14, 2017 11:10 am
Forum: Mods
Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Replies: 9
Views: 1064

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...
by Adil
Fri Oct 13, 2017 11:19 pm
Forum: Mods
Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Replies: 9
Views: 1064

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.
by Adil
Fri Oct 13, 2017 11:16 pm
Forum: Mods
Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Replies: 9
Views: 1064

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 ...
by Adil
Fri Oct 13, 2017 10:45 pm
Forum: Mods
Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Replies: 9
Views: 1064

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 ...
by Adil
Thu Oct 12, 2017 11:49 pm
Forum: Mods
Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Replies: 9
Views: 1064

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...
by Adil
Thu Oct 12, 2017 11:47 pm
Forum: Mods
Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
Replies: 9
Views: 1064

[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 ...
by Adil
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: 263

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...
by Adil
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: 263

[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 every other f...
by Adil
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: 334

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,function()...
by Adil
Mon Sep 25, 2017 1:08 am
Forum: Modding discussion
Topic: What are the Event callback Parameter(s)? [SOLVED]
Replies: 9
Views: 475

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...
by Adil
Sat Sep 23, 2017 9:02 pm
Forum: Ideas and Requests For Mods
Topic: [Request/Idea] Population Mod
Replies: 3
Views: 411

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}}, ['habi...
by Adil
Wed Sep 20, 2017 9:31 pm
Forum: Modding help
Topic: export energy stats to file
Replies: 4
Views: 341

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_ready = tru...

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