Search found 31 matches
- Fri Feb 23, 2024 5:47 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 34607
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 feed it ...
- Fri Sep 08, 2023 12:34 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 127437
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...
- Tue Jan 19, 2021 3:19 pm
- Forum: Modding interface requests
- Topic: Allow turn_range to be greater than 0.5
- Replies: 1
- Views: 1832
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 preview show...
- Sun Oct 18, 2020 2:11 pm
- Forum: Won't implement
- Topic: New modifiers
- Replies: 2
- Views: 1252
Re: New modifiers
Understandable. Thanks for the answer Rseding, looking forward to 1.1.
- Thu Oct 15, 2020 12:34 pm
- Forum: Won't implement
- Topic: New modifiers
- Replies: 2
- Views: 1252
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 m...
- 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: 14296
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=PLnIE0...
- Fri Dec 27, 2019 5:56 pm
- Forum: Modding help
- Topic: [SOLVED] Help - Detecting ghosts being destroyed
- Replies: 3
- Views: 1162
Re: [SOLVED] Help - Detecting ghosts being destroyed
Thanks for the clues, I managed to get it working!
- Sun Dec 22, 2019 6:30 pm
- Forum: Modding help
- Topic: [SOLVED] Help - Detecting ghosts being destroyed
- Replies: 3
- Views: 1162
[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'm ...
- Fri Jul 26, 2019 9:30 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279204
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 ...
- Thu Apr 04, 2019 7:47 am
- Forum: Mods
- Topic: [MOD 0.15-1.0] Modular Turrets
- Replies: 8
- Views: 10386
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.
- Tue Sep 04, 2018 3:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Mod-Error: "InRangePredicate only accepts direction without diagonals."
- Replies: 2
- Views: 2932
Re: [0.16.51] Mod-Error: "InRangePredicate only accepts direction without diagonals."
That was quick, thanks! Now to wait for 0.17...
- 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: 2932
[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...
- Sat Aug 04, 2018 9:31 pm
- Forum: Mods
- Topic: [MOD 0.15-1.0] Modular Turrets
- Replies: 8
- Views: 10386
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.
- 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.
- Sat Aug 04, 2018 3:40 pm
- Forum: Won't implement
- Topic: Optional power grid requirement for ammo-turret entities
- Replies: 2
- Views: 1230
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 ent...
- Sat Aug 04, 2018 10:19 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425121
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.
- Fri Aug 03, 2018 10:25 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425121
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_tick*pollutionS...
- Thu Aug 02, 2018 9:26 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425121
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Holy shit, I have to report this one. My north-west perimeter just got steamrolled by the biggest attack I've seen in Factorio yet. NE + Rampant. Not even my 5 layers of turrets could stop this avalanche. Screen 1.png Few seconds after alert rang. Screen 2.png Notice 4 nest groups very close togethe...
- Wed Aug 01, 2018 6:26 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425121
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Played over 3 hours since the version 9.0.5 has been uploaded. Infinite spawning issue seems to be fixed, no more UPS drops, can't spot any signs on radars either. I'm loving new enemies, my end-game defences with 7+ infinite damage researches have trouble with large groups, had to reinforce several...
- Tue Jul 31, 2018 11:03 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425121
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Hello! Can you PLEASE add some damage to green spitters projectile (that one creating more biters)? When they get stuck on a tree, they start to shoot at it to destroy it, but projectile itself does no damage, and spawned biters don't attack it either. This creates a situation where spitter just sit...
- Fri Jul 27, 2018 4:05 pm
- Forum: Mods
- Topic: [MOD 0.15-1.0] Modular Turrets
- Replies: 8
- Views: 10386
Re: [MOD 0.16] Modular Turrets
Update 3.1.0 - Added 3 new turrets (Light Cannon, Heavy Cannon, Gatling) along with new techs that unlock them. - Added Modular Turret Damage techs, increases damage of all modular turrets (except Thermal Laser, regular Laser Damage upgrades apply to them). - Removed MG damage buff from Turret Damag...