Search found 35 matches
- 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 ...
- 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 ...
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 ...
- 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 ...
* 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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!
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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: 3602
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: 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 ...
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: 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.
- 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: 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 ...
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 ...
- 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.
- 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 ...
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 ...