Search found 21 matches
- Sat Jan 30, 2021 7:57 pm
- Forum: Balancing
- Topic: Personal energy source needed between solar panels and fusion reactor
- Replies: 13
- Views: 8692
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 ...
- Sat Jan 30, 2021 7:59 am
- Forum: Balancing
- Topic: Personal energy source needed between solar panels and fusion reactor
- Replies: 13
- Views: 8692
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 ...
- Tue Jan 26, 2021 1:30 am
- Forum: Balancing
- Topic: Personal energy source needed between solar panels and fusion reactor
- Replies: 13
- Views: 8692
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 ...
- Mon Jan 25, 2021 8:28 am
- Forum: Won't implement
- Topic: Make spidertron features available for all vehicles
- Replies: 8
- Views: 3306
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 ...
- Mon Jan 25, 2021 7:13 am
- Forum: Balancing
- Topic: Personal energy source needed between solar panels and fusion reactor
- Replies: 13
- Views: 8692
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 ...
- Mon Jan 25, 2021 12:41 am
- Forum: Won't implement
- Topic: Make spidertron features available for all vehicles
- Replies: 8
- Views: 3306
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.
- Mon Jan 25, 2021 12:09 am
- Forum: Ideas and Suggestions
- Topic: More Vehicle Logistics
- Replies: 0
- Views: 947
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 ...
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 ...
- Sun Jan 24, 2021 11:51 pm
- Forum: Modding help
- Topic: How are vehicles connected to the logistic network?
- Replies: 2
- Views: 1194
Re: How are vehicles connected to the logistic network?
Alright, thanks. To the requests it is!
- Sun Jan 24, 2021 8:38 pm
- Forum: Modding help
- Topic: How are vehicles connected to the logistic network?
- Replies: 2
- Views: 1194
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 ...
- Sat Feb 10, 2018 11:08 pm
- Forum: Modding interface requests
- Topic: Ability to stop playing a sound
- Replies: 0
- Views: 758
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?
- Sat Feb 10, 2018 9:12 am
- Forum: Ideas and Requests For Mods
- Topic: FARB: Fully Automated Road Builder?
- Replies: 7
- Views: 3562
Re: FARB: Fully Automated Road Builder?
The pun was the goal, actually. :p The shoes work for stone and landfill as well.
- Sat Feb 10, 2018 3:56 am
- Forum: Ideas and Requests For Mods
- Topic: FARB: Fully Automated Road Builder?
- Replies: 7
- Views: 3562
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
- Sat Feb 10, 2018 3:44 am
- Forum: Modding help
- Topic: How to stop playing a sound?
- Replies: 4
- Views: 1950
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 ...
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 ...
- Fri Feb 09, 2018 8:57 am
- Forum: Modding help
- Topic: How to stop playing a sound?
- Replies: 4
- Views: 1950
How to stop playing a sound?
After I start playing a sound using , how do I stop it? I'm successfully playing 'utility/default_manual_repair' for my mod, but the sound will continue after repairing stops.
Code: Select all
surface.play_sound
- Thu Feb 08, 2018 7:56 am
- Forum: Modding interface requests
- Topic: Abstract Modular Equipment
- Replies: 1
- Views: 2308
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 ...
- Thu Feb 08, 2018 7:23 am
- Forum: Modding help
- Topic: Using entities as table keys is behaving strangely
- Replies: 5
- Views: 2398
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.
- Thu Feb 08, 2018 6:27 am
- Forum: Modding help
- Topic: Using entities as table keys is behaving strangely
- Replies: 5
- Views: 2398
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 ...
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 ...
- Thu Feb 08, 2018 6:21 am
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 22322
Re: Circuit Network to read Rocket Silo Progress
Perfect, thanks!Optera wrote:There is a mod for that.
- Mon Feb 05, 2018 4:28 am
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 22322
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 ...
- Sun Feb 04, 2018 1:39 am
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 22322
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 ...
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 ...