Search found 10 matches
- Sun Nov 13, 2022 4:09 pm
- Forum: PyMods
- Topic: How to defend the base with no lead around?
- Replies: 6
- Views: 1983
Re: How to defend the base with no lead around?
Thank you! It's a bit of a pity. I think defending against biters adds an extra pressure, making the game more fun. In case anyone wants to play a game with biters, I found a map where you start on an island with lead and quartz. It uses Resource Spawner Overhaul with default settings: >>>eNp1VL9rFE...
- Sun Nov 13, 2022 8:10 am
- Forum: PyMods
- Topic: How to defend the base with no lead around?
- Replies: 6
- Views: 1983
How to defend the base with no lead around?
I'm just starting with Py mods and I'm trying to figure out how to automate the defense of my base. From what I could find, there's no way to automatically produce magazines without lead, there are no alternative weapons available in the early game, and there is no easy way to produce lead if you do...
- Sun Feb 09, 2020 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Post-game wishlist
- Replies: 6
- Views: 1725
Post-game wishlist
I've just finished the longest vanilla run that I've ever done. I've built a 300 SPM factory, launched >150 rockets and finally got Mass production 3. What a journey it was! Along the way I bumped into a few annoyances and things that could be improved. Some of them are probably known. If so, I'm so...
- Sun Jan 26, 2020 1:00 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 63621
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Yes: https://forums.factorio.com/viewtopic.php?p=472490#p472490. Also the license under which he released the mod doesn't allow publishing derivative work. You are stuck with the broken version and can just remember how cool it was while it teases you. Or everyone who uses the mod has to implement ...
- Fri Jan 24, 2020 10:16 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 63621
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Now that 0.18 is out (in beta), I wonder what will happen to Industrial Revolution mod? It's no longer compatible with the latest version of Factorio, and the author apparently doesn't want to support it or release it for other potential maintainers. It's really sad, since IR is the highest-quality...
- Fri Jan 24, 2020 8:45 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 63621
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Now that 0.18 is out (in beta), I wonder what will happen to Industrial Revolution mod? It's no longer compatible with the latest version of Factorio, and the author apparently doesn't want to support it or release it for other potential maintainers. It's really sad, since IR is the highest-quality ...
- Fri Aug 02, 2019 6:07 pm
- Forum: Duplicates
- Topic: [0.17.61] Crash during startup: FluidEnergySourcePrototype::checkFluidBoxOverlap
- Replies: 4
- Views: 2276
[0.17.61] Crash during startup: FluidEnergySourcePrototype::checkFluidBoxOverlap
Dump in attachment. 0.000 2019-08-02 20:04:53; Factorio 0.17.61 (build 46665, win64, steam) 0.000 Operating system: Windows 10 (version 1809) 0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Read data path: C:/Program Files (x86)/...
- Sat Jun 08, 2019 5:09 pm
- Forum: Modding help
- Topic: Entity collision box
- Replies: 5
- Views: 1345
Re: Entity collision box
Bilka, looks like you are right. I was confused and thought and collision and bounding box are two different things. Now I checked again with a few entities, and it looks like bounding_box is just collision_box from prototype plus position. Thanks.That's what entity.bounding_box does for you.
- Sat Jun 08, 2019 4:18 pm
- Forum: Modding help
- Topic: Entity collision box
- Replies: 5
- Views: 1345
Entity collision box
I am trying to figure out a general way to find the collision box for an entity on the map. Every entity has entity.bounding_box, but this is not the same as the collision box. For entities that are not rotated it looks like you can find the collision box by taking entity.prototype.collision_box and...
- Tue Mar 05, 2019 7:53 am
- Forum: Ideas and Suggestions
- Topic: Treat ammo slots the same way as quickbar
- Replies: 0
- Views: 511
Treat ammo slots the same way as quickbar
Now that quickbar acts as a collection of shortcuts instead of inventory slots, it seems logical that the ammo slots should work the same way. Pros: - you will see the actual number of bullets left in your inventory, - when you are loading a gun turrent from your ammo slot, it will not stay empty. C...