Search found 21 matches

by EntropySpark
Sat Jan 30, 2021 7:57 pm
Forum: Balancing
Topic: Personal energy source needed between solar panels and fusion reactor
Replies: 13
Views: 6281

Re: Personal energy source needed between solar panels and fusion reactor

But ask the question about why the power jump is even a problem? The OP outlines the issue as a consequence of simply going from a few personal defenses to a lot of personal defenses. So thats implying combat is at the core of why this jump is a problem. And if you look at how the rest of the equip...
by EntropySpark
Sat Jan 30, 2021 7:59 am
Forum: Balancing
Topic: Personal energy source needed between solar panels and fusion reactor
Replies: 13
Views: 6281

Re: Personal energy source needed between solar panels and fusion reactor

I'm pretty sure that middle area is supposed to be filled with Capsules. People tend to avoid it because its both clunky to use, and takes a lot of setup compared to the Energy based augments. I've been pondering if having capsule slots paired with the weapon slots, and an extra keybind to deploy t...
by EntropySpark
Tue Jan 26, 2021 1:30 am
Forum: Balancing
Topic: Personal energy source needed between solar panels and fusion reactor
Replies: 13
Views: 6281

Re: Personal energy source needed between solar panels and fusion reactor

The use of a personal fusion reactor has always been a bit strange to me due to its lack of an explainable power source. Back when it took alien artifacts to create, I could accept some unknown fictional technology, but it's comprised mostly of circuits plus low density structures. And after I've i...
by EntropySpark
Mon Jan 25, 2021 8:28 am
Forum: Won't implement
Topic: Make spidertron features available for all vehicles
Replies: 8
Views: 2611

Re: Make spidertron features available for all vehicles

Sorry, but no. It's already a lot of complexity to make them work in the spidertron when it's purpose built do allow those things. ouch, poor quality code design. You're underestimating the complexity. An autopilot feature for a spidertron, which has total movement flexibility and can step over all...
by EntropySpark
Mon Jan 25, 2021 7:13 am
Forum: Balancing
Topic: Personal energy source needed between solar panels and fusion reactor
Replies: 13
Views: 6281

Personal energy source needed between solar panels and fusion reactor

Going from portable solar panels to a portable fusion reactor is a major shift in power for the player. I go from using one or two personal laser defenses and shields to augment a flamethrower, to casually strolling through large bases with five lasers and more shields as if the biters aren't even t...
by EntropySpark
Mon Jan 25, 2021 12:41 am
Forum: Won't implement
Topic: Make spidertron features available for all vehicles
Replies: 8
Views: 2611

Re: Make spidertron features available for all vehicles

I understand that most of the spidertron features are very spidertron-specific (especially anything related to pathfinding), but can specifically the logistic system interface be made available for all vehicles? I'd really like to make a car that makes its own logistic requests.
by EntropySpark
Mon Jan 25, 2021 12:09 am
Forum: Ideas and Suggestions
Topic: More Vehicle Logistics
Replies: 0
Views: 654

More Vehicle Logistics

The spidertron having its own logistic request system is really cool, and I have a few requests to expand on it: Make the system available to other vehicles, by either adding them directly to the car and tank, adding improved car and tank technologies (that come with logistics and perhaps also a sma...
by EntropySpark
Sun Jan 24, 2021 11:51 pm
Forum: Modding help
Topic: How are vehicles connected to the logistic network?
Replies: 2
Views: 853

Re: How are vehicles connected to the logistic network?

Alright, thanks. To the requests it is!
by EntropySpark
Sun Jan 24, 2021 8:38 pm
Forum: Modding help
Topic: How are vehicles connected to the logistic network?
Replies: 2
Views: 853

How are vehicles connected to the logistic network?

I'm trying to make a simple mod that connects cars and tanks to the logistic network much like the spidertron, or make new logistic-enabled cars and tanks. I was hoping that there was a simple parameter in the vehicle prototype , like the generic equipment_grid property that is only used by the spid...
by EntropySpark
Sat Feb 10, 2018 11:08 pm
Forum: Modding interface requests
Topic: Ability to stop playing a sound
Replies: 0
Views: 615

Ability to stop playing a sound

I asked about this in the modding help subforum (viewtopic.php?f=25&t=57644), it appears that there's no way to interrupt a sound that's playing after it starts. Could this be added?
by EntropySpark
Sat Feb 10, 2018 9:12 am
Forum: Ideas and Requests For Mods
Topic: FARB: Fully Automated Road Builder?
Replies: 7
Views: 2884

Re: FARB: Fully Automated Road Builder?

The pun was the goal, actually. :p The shoes work for stone and landfill as well.
by EntropySpark
Sat Feb 10, 2018 3:56 am
Forum: Ideas and Requests For Mods
Topic: FARB: Fully Automated Road Builder?
Replies: 7
Views: 2884

Re: FARB: Fully Automated Road Builder?

I recently wrote a mod, Cement Shoes, that can enable you to lazily construct roads: https://mods.factorio.com/mods/EntropyS ... nt%20Shoes
by EntropySpark
Sat Feb 10, 2018 3:44 am
Forum: Modding help
Topic: How to stop playing a sound?
Replies: 4
Views: 1594

Re: How to stop playing a sound?

/c game.player.surface.play_sound{path='utility/default_manual_repair',position=game.player.position} Only plays once for me. Are you sure you're not triggering it again yourself? I'm triggering it until repairing stops. The sound eventually stops, but a few seconds after the repairing stops, which...
by EntropySpark
Fri Feb 09, 2018 8:57 am
Forum: Modding help
Topic: How to stop playing a sound?
Replies: 4
Views: 1594

How to stop playing a sound?

After I start playing a sound using

Code: Select all

surface.play_sound
, how do I stop it? I'm successfully playing 'utility/default_manual_repair' for my mod, but the sound will continue after repairing stops.
by EntropySpark
Thu Feb 08, 2018 7:56 am
Forum: Modding interface requests
Topic: Abstract Modular Equipment
Replies: 1
Views: 2047

Abstract Modular Equipment

Currently, from what I've been able to do, all equipment must fit one of the existing equipment categories (energy generator, battery, shield, etc.). I would like to be able to create an equipment that stores power for its own use, but otherwise doesn't have any other category's properties. I've use...
by EntropySpark
Thu Feb 08, 2018 7:23 am
Forum: Modding help
Topic: Using entities as table keys is behaving strangely
Replies: 5
Views: 1899

Re: Using entities as table keys is behaving strangely

Thanks, unit_number is exactly what I need. And don't worry, I'm using a global, I simplified my code to get to the meat of the issue.
by EntropySpark
Thu Feb 08, 2018 6:27 am
Forum: Modding help
Topic: Using entities as table keys is behaving strangely
Replies: 5
Views: 1899

Using entities as table keys is behaving strangely

local damaged_entities = {} script.on_event({defines.events.on_entity_damaged}, function (e) local damaged_entity = e.entity for entity, i in pairs(damaged_entities) do if entity == damaged_entity and damaged_entities[entity] ~= damaged_entities[damaged_entity] then game.players[1].print('broken') ...
by EntropySpark
Thu Feb 08, 2018 6:21 am
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 15976

Re: Circuit Network to read Rocket Silo Progress

Optera wrote:There is a mod for that.
Perfect, thanks!
by EntropySpark
Mon Feb 05, 2018 4:28 am
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 15976

Re: Circuit Network to read Rocket Silo Progress

Thanks, but that doesn't really help my situation. Because space science comes in waves, my other science production will go into corresponding waves of not producing enough (because it needs to match all the space science) and being backed up (because the space science is gone), and I can't tell wh...
by EntropySpark
Sun Feb 04, 2018 1:39 am
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 15976

Circuit Network to read Rocket Silo Progress

What? Ability to connect a Rocket Silo to the Circuit Network, outputting the number of rocket parts built as a signal. Why ? In my particular case, it's difficult for me to tell at a glance which science is bottlenecking my factory, because space science always comes in waves. I would like to be a...

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