Search found 10 matches

by eterevsky
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...
by eterevsky
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...
by eterevsky
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...
by eterevsky
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 ...
by eterevsky
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...
by eterevsky
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 ...
by eterevsky
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)/...
by eterevsky
Sat Jun 08, 2019 5:09 pm
Forum: Modding help
Topic: Entity collision box
Replies: 5
Views: 1345

Re: Entity collision box

That's what entity.bounding_box does for you.
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.
by eterevsky
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...
by eterevsky
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...

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