Search found 43 matches
- 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 ...
- Wed Jan 08, 2020 6:04 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
Cool, thank you!
- 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_...
- 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...
- 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, ...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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
https://i.imgur.com/OxTscql.jpg
https://i.imgur.com/cWnMAVX.jpg
This is the setup they shared for that
https://i.imgur.com/cWnMAVX.jpg
This is the setup they shared for that
- 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...
- 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...
- 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...
- Sun May 05, 2019 12:58 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1099768
- 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?
- 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...
- 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...