Search found 40 matches
- Fri Aug 23, 2024 2:48 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 15887
Re: Friday Facts #425 - Behind the legs
I find a limit of one pollution type per surface as very limiting. It means that we cannot make mixed enemies planet, as some of the enemies would ignore local pollution completely (because it isn't their type). And re-adding each enemy 10 times just to have different sniff technique isn't a thing I...
- Mon Mar 11, 2024 5:53 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 29681
Re: Friday Facts #401 - New terrain, new planet
I like this, but there is one obvious question. Why the SHALLOW WATER wasn't incorporated?
- Fri Jan 05, 2024 12:43 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 136
- Views: 32983
Re: Friday Facts #392 - Parametrised blueprints
Now, we can build blueprint with script/command from blueprint item, will we be able to send parameters via this method too?
- Fri Nov 03, 2023 2:20 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 39990
Re: Friday Facts #383 - Super force building
I quite don't like that you can just mine landfill and make water barriers even easier. It breaks biters extremely much and makes fighting part of the game a bit of a joke. Can we make it that undoing landfill doesn't return the original water but shallow water instead? That way it makes better sens...
- Tue Oct 31, 2023 11:45 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 48058
Re: Friday Facts #382 - Logistic groups
If the landing pad is limited to 1 per planet, is that also per team or each team (force) can have their own landing pad?
- Fri Oct 27, 2023 11:47 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 48058
Re: Friday Facts #382 - Logistic groups
Great stuff, but again I'd like to ask, has your play testing included multiplayer qol checks? Everything thus far has been great changes, but feels like it will be even harder to play with your friends, see what your friends are working on and in rare cases, moderate griefers! Hello, we did severa...
- Fri Oct 27, 2023 11:42 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 48058
Re: Friday Facts #382 - Logistic groups
And here I hoped that we will be able to split roboport networks into groups........
- Mon Oct 31, 2022 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.70] Crash when after mining other-force entity and then deleting other force
- Replies: 6
- Views: 2644
Re: [1.1.70] Crash CraftingMachine::getRecipe()
This is the function that is called when the team loses: It is just our assumption that the cause of problem comes from that, as that's what is removing the forces (and it can go for days and plenty of teams being removed before it happens to get corrupted) https://github.com/ComfyFactory/ComfyFacto...
- Mon Oct 31, 2022 10:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.70] Crash when after mining other-force entity and then deleting other force
- Replies: 6
- Views: 2644
Re: [1.1.70] Crash CraftingMachine::getRecipe()
It is very possible that this is caused by force being removed, e.q. when one team loses their base, some entities get destroyed via entity.die(), then game.merge_forces(force_name, 'neutral') is called. That removes the force from the game, and should also get rid of all remaining entities by conve...
- Thu Oct 13, 2022 1:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.70] regression with scenario locale loading
- Replies: 3
- Views: 2241
Re: [1.1.70] regression with scenario locale loading
Updated the barebone scenario used in similar report. 1) it spawns one car on init (red nameplate) 2) spawns cars on chunk generated too (green nameplate) 3) each car has rendered nameplate on it with localized string car created on_init does not have locale recognized, cars created later do. Even i...
- Sat May 28, 2022 8:45 am
- Forum: Modding interface requests
- Topic: Change capsule cooldown system so it isn't globally shared for all capsules
- Replies: 0
- Views: 767
Change capsule cooldown system so it isn't globally shared for all capsules
Hello, currently all usable capsules share common cooldown on their actions, e.q. when I use grenade, I can use poison capsule when the grenade's cooldown runs out and vice versa. I wanted to introduce different kinds of capsules, let's say some capsules would be "special" and therefore sh...
- Sun May 08, 2022 3:39 pm
- Forum: Modding interface requests
- Topic: Support for activation capsules to allow list of activated equipment
- Replies: 0
- Views: 671
Support for activation capsules to allow list of activated equipment
Hello, currently the remote button capsule supports exactly one armor equipment to activate. This is a bit problematic in a case where I want to introduce multiple tiers of same active defense equipment. Then I need one remote capsule item for each tier of the grid equipment. And especially if I hav...
- Mon Apr 11, 2022 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.57] Items inside modded item-with-inventory incompatible with hotbar when 0 of that item in inventory
- Replies: 1
- Views: 2465
[Rseding91] [1.1.57] Items inside modded item-with-inventory incompatible with hotbar when 0 of that item in inventory
Heya, I tried to make simple filtered bag data:extend {{ name = 'weapon-bag', type = 'item-with-inventory', inventory_size = 10, icons = Lib.icons('weapon-bag'), stack_size = 1, item_subgroup_filters = item_subgroup_filters, filter_mode = 'whitelist', extends_inventory_by_default = true, insertion_p...
- Mon Jan 03, 2022 9:47 pm
- Forum: Not a bug
- Topic: [1.1.49] Rocket Parts without silo researched
- Replies: 5
- Views: 2368
Re: [1.1.49] Rocket Parts without silo researched
The thing is, you won't get any value in BiterBattles just by launching a rocket - you need satellite to get the white science, and that indeed needs the research to be done. The recipe for rocket parts should be shown in tech screen as it is, as that should give the relevant info, regardless of the...
- Mon Jan 03, 2022 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
- Replies: 6
- Views: 3943
Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Crash itself happens because when loading, there were now 7 trains overlapping, specified over the set of same 4 rolling stocks. As of now, script just generates tracks, then places locomotive/wagons based on coordinates, but no script code actually does anything with connecting the wagons, and the...
- Tue Aug 03, 2021 2:54 am
- Forum: Fixed for 2.0
- Topic: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird
- Replies: 2
- Views: 1949
Re: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird
This behaviour can be changed by including in map settings
['autoplace_settings'] = { ['tile'] = {treat_missing_as_default = true} }
That way the outside ring generates as out-of-map tiles as you would probably expect it to happen.
['autoplace_settings'] = { ['tile'] = {treat_missing_as_default = true} }
That way the outside ring generates as out-of-map tiles as you would probably expect it to happen.
- Tue Aug 03, 2021 2:01 am
- Forum: Fixed for 2.0
- Topic: [Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
- Replies: 1
- Views: 1505
[Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
Hello, If you have Bonuses Gui opened and bonuses for your force change their values, the Gui won't get updated to new values. Currently the update of values happens only when research changes (research finished or unresearched, including changes via command), or when closing and reopening the Gui. ...
- Wed May 19, 2021 10:45 pm
- Forum: Minor issues
- Topic: [1.1.33] Strange game freeze when assigning force in script
- Replies: 5
- Views: 2226
Re: [1.1.33] Strange game freeze when assigning force in script
Ahaha the famous cpu gobbler function to spill items. The enemy number one to eradicate any cases when it might happen so server might not get cpu overloaded. Still sucks that it does it automatically on so many cases, but well. Luckily one can decrease the times when it happens by very cheaty metho...
- Mon Jan 18, 2021 1:31 pm
- Forum: Translations
- Topic: [1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip
- Replies: 2
- Views: 2326
Re: [1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip
Ok, Posted the fixes in that.
- Mon Jan 18, 2021 1:16 pm
- Forum: Translations
- Topic: [1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip
- Replies: 2
- Views: 2326
[1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip
Hello, this issue is rather technical than wrong localization, three entries for laser bonus technologies do have not working (or missing) value placeholders. This issue is probably around since 1.1, but don't know exactly. English files do have them all three with proper __1__ placeholders. lasers_...