Search found 43 matches

by randomdude
Wed Jan 08, 2020 10:44 am
Forum: Modding interface requests
Topic: Ability to read spawner current chances
Replies: 0
Views: 737

Ability to read spawner current chances

Right now, there is no way to manually create biter units based on the current evolution weights for a given spawner. In biter battles units are manually spawned when the units around a nest are not enough to match the desired group size. Right now it does a heavy find_entities_filtered filtered by ...
by randomdude
Sun Jan 05, 2020 9:05 pm
Forum: Implemented mod requests
Topic: Allow setting filters for events on the damage done for on_entity_damaged
Replies: 1
Views: 1218

Allow setting filters for events on the damage done for on_entity_damaged

Use cases: - Biters seem to trigger on_entity_damaged walking around and crashing into each other. However, all these events are always 0 final_damage_amount, and hence, not that useful imo - Spitters shooting walls trigger it too, and i guess the reduction or something is triggering 0 final_damage_...
by randomdude
Sun Jan 05, 2020 7:55 pm
Forum: Won't implement
Topic: Bonus similar to character_health_bonus but that affects biters
Replies: 0
Views: 974

Bonus similar to character_health_bonus but that affects biters

In biter battles, when evo reaches 100% the game implements a virtual health boost for the biters. The issue is that to do so, it uses the on_entity_damaged to keep track of damage and reduce it accordingly and yada yada. Granted, it could be improved (atm it doesn't use filters so its triggering on...
by randomdude
Fri Jan 03, 2020 1:30 am
Forum: Resolved Problems and Bugs
Topic: on_entity_damaged triggered for unit groups moving
Replies: 4
Views: 3887

Re: on_entity_damaged triggered for unit groups moving

I attached a save that its a bit previous to that effect happening. It will show on the game chat, just speed it up for a min or so. As I said, the biters you will see are not from the "enemy" force but from the "south_biter" force, in case it helps. Anything else I can provide, ...
by randomdude
Thu Jan 02, 2020 11:05 pm
Forum: Resolved Problems and Bugs
Topic: on_entity_damaged triggered for unit groups moving
Replies: 4
Views: 3887

on_entity_damaged triggered for unit groups moving

While looking for other things in biter battles, i found that on_entity_damaged event would be triggered a lot on the script from what seems to me its just big unit groups moving around, but always with 0 damage. Obviously the script can ignore those events, but the fact is that it will be triggerin...
by randomdude
Wed Jan 01, 2020 9:25 pm
Forum: Technical Help
Topic: What do the numbers on the debug menu represent in a MP game?
Replies: 1
Views: 966

What do the numbers on the debug menu represent in a MP game?

With all the hype going around in Biter Battles, servers are getting pretty crowded, and mid to late game server lags a lot. We are trying to figure out why, but we don't know exactly what the numbers in the debug menu represent. Are those from the server, the client with the debug menu open, or the...
by randomdude
Mon Nov 18, 2019 10:58 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.7

Am I missing something? Thanks. Pretty much spot on. In reality, resource cost/net kW of algae I and algae II is practically the same, so doing algae I is easier (and only option at the start, since algae II requires a research). Later on, when you reach geodes - kinda a priority since the electro ...
by randomdude
Mon Sep 16, 2019 11:27 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.7

Did you get to use the steam and fuel based assemblers? When I tried my hand at marathon the biggest challenge to overcome early was actually saving enough resources to build steam engines, so I thought that the steam and fuel assemblers could help with that, cause getting everything for a boiler (i...
by randomdude
Wed Sep 11, 2019 4:02 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.6

Enriched fuel can be used with burner heat sources. You shouldn't be comparing regular boilers with heat sources, because that's a no contest. You need to be comparing a perfect square of Oil Burning Heat Sources to a 2xN stack of Solid Burning Heat Sources or multiple 3x3 blocks with the middles m...
by randomdude
Tue Sep 10, 2019 11:35 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.6

I was a bit enthusiastic yesterday how well it worked (...and when I saw the glowing heat pipes...) In the meantime, I think its a bit too OP. I mean 135W vs 350W, that is x2.6 with lowest tier (I have 135 fuel oil/sec., maybe some other tech before is better, but i sticked to ks power oil burning ...
by randomdude
Sat Sep 07, 2019 5:32 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.6

It's true, they get better and better as the block grows, but it's hard to do so for solid burners (i managed a build but it uses lots of inserter techs and substations mk2 to work) and the liquid ones pretty much plateau after a bit (100 heat sources, so about 9x9 or 10x10, giving you x1.8 the outp...
by randomdude
Mon Jul 22, 2019 5:20 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.5

by randomdude
Mon Jul 22, 2019 3:42 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.5

Do you mean the heat exchanger stuff with oil burning generators? I'm currently researching it. But if its too OP, i will skip it. Yeah, someone posted on the seablock discord one or two weeks ago a farming build that was outputting 1.something GW, with about 140 farms i think, by using the fuel oi...
by randomdude
Mon Jul 22, 2019 3:17 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.5

Problem is I have recipes missing. For example, no catalysts are available including FNEI. I tried to reinstall all mods, but result is the same. After update, catalysts miss. To make sure: You have the modpack from the first page installed and then you updated factorio itself (not any mods) and ca...
by randomdude
Mon Jul 22, 2019 10:21 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.5

Is there are any known ways to fix seablock with latest factorio version? And what is there to fix? If it's broken I certainly don't want to try updating. It's only bob logistics. When the update that forced an upgrade to an entity to have the exact same bounding box than the previous tier was rele...
by randomdude
Sun May 05, 2019 12:58 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.4

mmppolton wrote: ↑Sat May 04, 2019 10:48 pm why use farm i just do solar till i get nuclear pass a big steam aray on carbon or coke pelts to get base started and soalr unlock
He is one of the crazy ones planning to speedrun it :). And even for normal playthroughs, solar has a very bad ROI for power
by randomdude
Thu May 02, 2019 7:56 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1577204

Re: Development and Discussion

Angel, don't know if this has been already asked/mentioned, but I didn't see any line stating the change from 1:4 wood-fiber to 2:4 wood fiber, which basically halves the power output of things like arboretums. Is that right?
by randomdude
Thu May 02, 2019 3:57 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.4

I'm using the mineralized water from the sulfuric waste water to create charcoal for the filter frames. Does the remaining mineralized water cover 50% of the power or was that for all of it using maybe ceramic filters? I'm tempted to use the mineralized water for crystalization and the crushed ston...
by randomdude
Wed May 01, 2019 1:48 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099768

Re: [0.17] Sea Block Pack 0.3.4

Mineral Water is the worst by far. Slightly over 50% efficiency. With the increased complexity, I would say to skip it entirely. The thing most people skip is the fact that you can get soo much mineralized water from ore generation, both by processing the sulfuric waste water, and liquifying the cr...

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