Search found 400 matches
- Wed Mar 04, 2020 3:09 pm
- Forum: Modding help
- Topic: [Guide] Tips & Tricks for modding Factorio
- Replies: 2
- Views: 1273
[Guide] Tips & Tricks for modding Factorio
After making over 40 mods, i thought it was time to write down what i've learned. 1. Don't use deepcopy on base game files Other mods that got loaded before yours and don't respect point 3 might have changed them and suddenly you have to deal with the new update-target not being compatible or other ...
- Sat Feb 22, 2020 4:13 am
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 25788
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
biters dont give money anymore? xD
thanks for ruining your scenario so my mod looks even more compelling
https://mods.factorio.com/mod/Wave_Defense_Unlimited
thanks for ruining your scenario so my mod looks even more compelling
https://mods.factorio.com/mod/Wave_Defense_Unlimited
- Sun Feb 16, 2020 7:29 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 626855
Re: Accumulator / Solar panel ratio
from my ingame tests (0.18) it seems to be slightly more than 0.84, more like 0.8407 ...
and your base may only consume 69.99% of your solar panel's production
and your base may only consume 69.99% of your solar panel's production
- Fri Feb 14, 2020 11:59 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 28139
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
and you still haven't added a grenade arc
viewtopic.php?f=6&t=71441
viewtopic.php?f=6&t=71441
- Wed Feb 12, 2020 2:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Documentation page: AttackParameters.ammo_category should be ammo_categories
- Replies: 2
- Views: 938
Documentation page: AttackParameters.ammo_category should be ammo_categories
Since 0.18 i think, the ammo_category of all weapons is nil game.print( i.." "..tostring(gun_inventory[i].prototype.name)) game.print( i.." "..tostring(gun_inventory[i].prototype.attack_parameters.ammo_category )) game.print( i.." "..tostring(gun_inventory[i].prototype....
- Sat Feb 01, 2020 9:53 pm
- Forum: Won't fix.
- Topic: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
- Replies: 4
- Views: 1535
Re: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
wow ... i stripped everything except the animated dummies and when i spam rockets it TANKS the performance... whats going on here??
they are type explosion with huge collision boxes (like 128x128 or so).. i can upload a demo tomorrow... i think you might find this interesting
they are type explosion with huge collision boxes (like 128x128 or so).. i can upload a demo tomorrow... i think you might find this interesting
- Sat Feb 01, 2020 7:28 pm
- Forum: Won't fix.
- Topic: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
- Replies: 4
- Views: 1535
Re: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
sorry i meant bilka.. wasn't very concentrated after splitting 4 spritesheets into 16^^ but i'm still glad i didn't have to use them... still the solution isn't very elegant to use the collision box for that because now i can't really make my scorchmarks collide with water... w/e doesn't look so muc...
- Sat Feb 01, 2020 5:28 pm
- Forum: Won't fix.
- Topic: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
- Replies: 4
- Views: 1535
[0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
when i create the offsets by using a shift in the sprite, everything is synced. But when i do it by declaring offsets in the create-entity trigger action, often something will be delayed by 1 tick. Screenshot_2.png source_effects = { ... { type = "create-entity", entity_name = "MCRR-u...
- Sat Feb 01, 2020 5:20 pm
- Forum: Modding help
- Topic: Big entities popping in
- Replies: 3
- Views: 885
Re: Big entities popping in
ok then its just a little bit ridiculous that we waste our collision box for that..^^
- Sat Feb 01, 2020 3:58 pm
- Forum: Modding help
- Topic: Big entities popping in
- Replies: 3
- Views: 885
Big entities popping in
It's now the third time i'm struggling to create an entity that is so big that it causes glitches when the player moves out of the sight range. I wish there was a parameter for rendering distance or drawing box (not this useless (?) thing: https://wiki.factorio.com/Prototype/Entity#drawing_box) My w...
- Sat Feb 01, 2020 1:17 pm
- Forum: Resolved Problems and Bugs
- Topic: Light sources stop rendering too soon if out of view
- Replies: 6
- Views: 2963
Re: Light sources stop rendering too soon if out of view
this is a huge problem for modders... i wish the drawing_box property did fix this..
- Sat Jan 25, 2020 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: Creeps forget their command sometimes, and don't get removed on command failed
- Replies: 4
- Views: 3289
Re: Creeps forget their command sometimes, and don't get removed on command failed
i created an additional script that iterates over all my units and re-assigns commands if their current command type is wandering (is this new that we can read their command? if so, thank you)
it might not be perfect but for me it works like this..
it might not be perfect but for me it works like this..
- Sat Jan 25, 2020 6:16 pm
- Forum: Minor issues
- Topic: [0.18.1] min_range has to be >= projectile_creation_distance or might get ignored
- Replies: 2
- Views: 1191
[0.18.1] min_range has to be >= projectile_creation_distance or might get ignored
try the following: 1. add force = "not-same" to the area action of "explosive-cannon-projectile" (safety first^^) 2. the vanilla min_range of "explosive-cannon-shell" is 5, so we'll set our projectile_creation_distance of the "tank-cannon" to 6 OR: 2. the vani...
- Sat Jan 25, 2020 5:24 am
- Forum: Documentation Improvement Requests
- Topic: better trigger/actiondelivery documentation
- Replies: 4
- Views: 1646
better trigger/actiondelivery documentation
it's pretty unusable.. i'm serious .. sorry :/ especially it should be structured in a reasonable way .. maybe some kind of virtual sandbox where you can just put something together, seeing what goes in where... and the descriptions are not always too comprehensive btw: the force: "not-self&quo...
- Fri Jan 24, 2020 8:57 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 69581
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
i'm glad you didn't change the inventory/controller gui, would have been a pain in the butt to calculate the new dimensions for my market mod...
- Fri Jan 24, 2020 4:40 pm
- Forum: Modding help
- Topic: (0.18) layer transparency?
- Replies: 0
- Views: 527
(0.18) layer transparency?
i had this script: variation.trunk={layers={{ filename = "__robot_tree_farm__/graphics/dugup2.png", priority = "extra-high", width = 51, height = 38, scale = 0.5, frame_count = (variation.trunk.frame_count or 1), tint= {r=0.7-0.5*i/(TREE_LEVELS/10),g=0.7-0.5*i/(TREE_LEVELS/10),b=...
- Thu Jan 23, 2020 4:19 pm
- Forum: Not a bug
- Topic: (0.18) ghosts weirdness (no bug.. sorry my fault)
- Replies: 2
- Views: 806
Re: (0.18) ghosts weirdness
oohh wait
i think i changed my force when i tested it..
sorry.. really embarassing
i think i changed my force when i tested it..
sorry.. really embarassing
- Thu Jan 23, 2020 3:59 pm
- Forum: Not a bug
- Topic: (0.18) ghosts weirdness (no bug.. sorry my fault)
- Replies: 2
- Views: 806
(0.18) ghosts weirdness (no bug.. sorry my fault)
not sure if this is intentional, because it seems to fix my other request https://forums.factorio.com/viewtopic.php?f=23&t=71527 ("blueprint allies"), but when i place a ghost by script and assign a force, and that force is not "enemy" (which all ghosts currently run under), ...
- Thu Jan 23, 2020 2:16 pm
- Forum: Not a bug
- Topic: (0.18) clouds with damage = 0 don't trigger event
- Replies: 7
- Views: 1510
Re: (0.18) clouds with damage = 0 don't trigger event
that did the trick, thanks
source_entity always seems to be correct
source_entity always seems to be correct
- Thu Jan 23, 2020 2:01 pm
- Forum: Not a bug
- Topic: (0.18) clouds with damage = 0 don't trigger event
- Replies: 7
- Views: 1510
Re: (0.18) clouds with damage = 0 don't trigger event
hmm the event doesn't contain a "target" or "target_position" variable.. am i doing it wrong? (it does seem to trigger for every target) { type = "direct", action_delivery = { type = "instant", target_effects = { type = "nested-result", action = { ty...