Search found 35 matches

by wodzu93
Sun Dec 22, 2024 10:30 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.28] Target leading interferes with range bonuses in turrets
Replies: 1
Views: 1298

[Klonan] [2.0.28] Target leading interferes with range bonuses in turrets

When an ammo turret uses target leading functionality AND its ammo is both non-homing and has a range bonus, projectiles will detonate prematurely when reaching base maximum range of the turret. If I remove "lead_target_for_projectile_speed = 1" from the turret prototype, projectiles correctly reach ...
by wodzu93
Thu Nov 14, 2024 7:49 pm
Forum: Modding interface requests
Topic: [2.0.18] Turret rotates past its firing arc limit.
Replies: 1
Views: 394

[2.0.18] Turret rotates past its firing arc limit.

Turret that has limited firing arc, no turret base direction ( turret_base_has_direction = false ) and matches any of these situations:
turn_range >= 1/4 AND placeable in four directions (N, E, S, W)
turn_range >= 1/8 AND placeable in eight directions (N, NE, E, SE, S, SW, W, NW) ( "building ...
by wodzu93
Sat Sep 07, 2024 4:43 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 56459

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

Thoughts from someone who enjoys dealing with pressure of biters and engages in combat a fair bit.

* Nest HP scaling - exactly what was needed. Nests were way too squishy past early-mid game. It corrects the mid and mid-late game fragility, while at endgame artillery will automate nest clearing ...
by wodzu93
Fri May 10, 2024 6:51 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 112
Views: 32902

Re: Friday Facts #410 - Rocket turret & Target priorities

Oh, man. I can already tell vanilla rocket turrets are gonna suck ass...

So, from the footage in the FFF, looks like they have 360 arcs. So, basically there will be NO WAY to avoid blowing up your own defences if you dare to use any ammo with splash damage.
Just look at the clip with the biter ...
by wodzu93
Fri Feb 23, 2024 5:47 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 97053

Re: Friday Facts #399 - Trash to Treasure


Doesn't Space Age have ways to throw away items? Just have a priority splitter and if the belt gets backed up, the items go into the garbage.


Yes, there are. On Vulcanus, lava is a resource dump. Throw undesirable material there, all goes poof.

Everywhere else, you use the Recycler. If you ...
by wodzu93
Fri Sep 08, 2023 12:34 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266880

Re: Friday Facts #375 - Quality

My first reaction was "What the actual fuck is this!?". After reading through it, I'll reserve judgement until we actually get our hands on this and see how it plays. That said, this being a totally optional system (like combinators are in base game) is a great plus - don't touch it if you don't ...
by wodzu93
Tue Jan 19, 2021 3:19 pm
Forum: Modding interface requests
Topic: Allow turn_range to be greater than 0.5
Replies: 1
Views: 2437

Allow turn_range to be greater than 0.5

When turret has been set up with following parameters:

turret_base_has_direction = true,
...
attack_parameters = {
...
turn_range = X,
...
},

Any X greater than 0.5 (ie. 180 degree arc) will result in the turret not detecting hostiles outside around 90 degree firing cone, despite visual ...
by wodzu93
Sun Oct 18, 2020 2:11 pm
Forum: Won't implement
Topic: New modifiers
Replies: 2
Views: 1634

Re: New modifiers

Understandable. Thanks for the answer Rseding, looking forward to 1.1.
by wodzu93
Thu Oct 15, 2020 12:34 pm
Forum: Won't implement
Topic: New modifiers
Replies: 2
Views: 1634

New modifiers

TL;DR
Please add a couple new modifiers to expand modding capabilities.


What ?
I'm asking to implement a couple of new modifiers.

Here's the proposals:
{
type = "entity-health-bonus", --adds a flat amount of max health
entity_id = "small_biter", --entity prototype name, string
modifier ...
by wodzu93
Thu Mar 19, 2020 7:17 pm
Forum: Mods
Topic: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)
Replies: 22
Views: 16913

Re: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)

Thanks! I've found the mod idea very fun. Do you want me to transfer mod ownership on the mod portal back to you, or are you fine with me maintaining it?

Here's the JD's let's play of Biter Hell if you want to see current version in action: https://www.youtube.com/watch?v=u4MeRQ-_f8k&list=PLnIE0W ...
by wodzu93
Fri Dec 27, 2019 5:56 pm
Forum: Modding help
Topic: [SOLVED] Help - Detecting ghosts being destroyed
Replies: 3
Views: 1659

Re: [SOLVED] Help - Detecting ghosts being destroyed

Thanks for the clues, I managed to get it working!
by wodzu93
Sun Dec 22, 2019 6:30 pm
Forum: Modding help
Topic: [SOLVED] Help - Detecting ghosts being destroyed
Replies: 3
Views: 1659

[SOLVED] Help - Detecting ghosts being destroyed

Is is possible to detect ghosts getting killed by an entity being placed in competing space?

My use case is, entity of one force gets placed on the spot where ghost of another force is present. This operation will remove the ghost.
Is is possible to detect that removed ghost this with an event?

I ...
by wodzu93
Fri Jul 26, 2019 9:30 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 386017

Re: Friday Facts #305 - The Oil Changes

This is my take on the whole oil situation: balance the use cases for each oil product. Here's my mockup of the concept:
Screenshot.png

The "Figure why refinery not working" is already dealt with by reading "Status" in the tooltip on the right side. So simple mouseover will deal with diagnosing ...
by wodzu93
Thu Apr 04, 2019 7:47 am
Forum: Mods
Topic: [MOD 0.15-1.0] Modular Turrets
Replies: 8
Views: 12829

Re: [MOD 0.16] Modular Turrets

Glad you figured it out. Yeah, directional turrets can be recognized by the field of fire preview. If its not a full circle, then it needs to be rotated where you want it.
by wodzu93
Mon Sep 03, 2018 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Mod-Error: "InRangePredicate only accepts direction without diagonals."
Replies: 2
Views: 3602

[0.16.51] Mod-Error: "InRangePredicate only accepts direction without diagonals."

Game quits to main menu when a turret placed diagonally engages enemies.

I've made a custom turret for a mod that has limited firing arc. It has a flag "building-direction-8-way" that allows for 8 angles of rotation when placing it.
When biters come within its prepare range, game throws an ...
by wodzu93
Sat Aug 04, 2018 9:31 pm
Forum: Mods
Topic: [MOD 0.15-1.0] Modular Turrets
Replies: 8
Views: 12829

Re: [MOD 0.16] Modular Turrets

Update 3.2.0
- Added Dual Cannon Turrets
- Added Advanced Turret Mount and variants of all modular turrets for it.
- Shortened modular turret components craft time from 30 to 10 seconds.
- Added new radar building.
by wodzu93
Sat Aug 04, 2018 3:40 pm
Forum: Won't implement
Topic: Optional power grid requirement for ammo-turret entities
Replies: 2
Views: 1546

Optional power grid requirement for ammo-turret entities

TL;DR
Make ammo-turret entities use and require electric power grid if LuaEntityPrototype.energy_source is not nil.

What ?
Currently ammo-turret type entities completely ignore electric grid information. I tried to make turrets that take ammo AND require electric energy as well,
but ammo-turret ...
by wodzu93
Sat Aug 04, 2018 10:19 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 514669

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

I've noticed several expansion groups that don't build their nests. Don't know if that's because of evolution stage (Peaceful?), or because few spitters are stuck shooting at trees.
Stranglers.png
Stranglers.png (1.97 MiB) Viewed 9745 times
Stranglers 2.png
Stranglers 2.png (272.81 KiB) Viewed 9745 times
by wodzu93
Fri Aug 03, 2018 10:25 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 514669

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

Ok, here you go.

Game.zip
mod-settings.zip
random_things_1.0.0.zip

Note, there may be a crash with Nauvis Day, if it does crash, open its zip file and add a nil check where error is (data-updates.lua line 115).


if obj.emissions_per_tick then
obj.emissions_per_tick = obj.emissions_per ...

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