Search found 63 matches

by Solinya
Wed Feb 19, 2020 10:08 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 37
Views: 4356

Re: Version 0.18.7

2. Action feedback is becoming worse Because the sounds all sound fairly equal now, a player gets much less feedback for the actions he does. I do not notice if a laser turret fires anymore because if sounds basically the same as belts. Bots have similar sounds to the entity destroyed alert, so eve...
by Solinya
Mon Feb 17, 2020 2:10 am
Forum: Modding help
Topic: Can I trigger an attack action from a script event?
Replies: 3
Views: 123

Re: Can I trigger an attack action from a script event?

I'm not that familiar with projectiles and beams. Per your advice I was looking into create_entity and the first obstacle I encountered is targeting. The discharge defense is able to target all enemies within a radius of 8 around the player, but it's also not quite implemented as a projectile. Would...
by Solinya
Thu Feb 06, 2020 9:52 pm
Forum: Releases
Topic: Version 0.18.4
Replies: 15
Views: 6390

Re: Version 0.18.4

Why oh why is this even a thing that can happen? Mad at Apple, not at you. They were clearly not prepared to run a service like this, and I'm disappointed it hasn't been fixed yet. I am sorry for not resolving it yet. I wasn't able to find out why it was rejected, and wheybags, who set up the notar...
by Solinya
Wed Feb 05, 2020 4:16 am
Forum: Duplicates
Topic: [0.18.3] Crash when throwing grenade/entering vehicle - *this->lastDamageDealer was not true
Replies: 3
Views: 109

Re: [0.18.3] Crash when throwing grenade/entering vehicle - *this->lastDamageDealer was not true

Basically it's risky to enter any vehicle if biters are currently trying to attack you until 0.18.4 is released - the game will probably just crash. Doesn't seem to be true the other way around (entering a vehicle the biters are attacking has been okay for me).
by Solinya
Sun Feb 02, 2020 3:32 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [0.18.3] Wave Defense scenario won prematurely
Replies: 5
Views: 302

[Klonan] [0.18.3] Wave Defense scenario won prematurely

I was playing Wave Defense killing spawners, when the scenario suddenly said I had won, despite there being a large number of biters/spawners to the south. Here's the post-victory map , showing all those biters to the southwest. The scenario claimed I won as soon as I eliminated the last spawner in ...
by Solinya
Sun Feb 02, 2020 3:16 am
Forum: Modding help
Topic: Is it possible to alter an on_entity_damaged event?
Replies: 3
Views: 74

Re: Is it possible to alter an on_entity_damaged event?

Depending on what you're trying to do, you can modify the damaged entity's health instead, to either undo or increase the damage. E.g. to negate the damage, just add back event.final_damage_amount to the entity's health: event.entity.health = event.entity.health + event.final_damage_amount It's not ...
by Solinya
Sun Feb 02, 2020 12:06 am
Forum: Modding help
Topic: Can I trigger an attack action from a script event?
Replies: 3
Views: 123

Can I trigger an attack action from a script event?

I'm trying to have the equivalent of a discharge defense/land-mine attack go off on a script-defined trigger (say, when a character drops below a certain hp %). When looking around, I've found plenty of threads on how to define new attack types in the data stage, but I'm not sure how to trigger thos...
by Solinya
Sat Feb 01, 2020 11:25 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 5492

Re: Friday Facts #332 - More sounds & Map color tweaks

Now that I've had the chance to actually play a game with the new sounds, I have some mixed feelings. In many cases, the new sounds are an improvement. I like the changes to nuclear reactor setups, accumulators (especially accumulators which were incredibly noisy pre-0.18) and some other things. I d...
by Solinya
Fri Jan 31, 2020 4:04 am
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 8880

Re: Version 0.18.3

Since 0.18.2, whenever a player is killed by biters, they continue playing their new sound on loop (which starts to overlap and get distorted) for the full ten seconds of the respawn countdown, even on single-player when there's nothing else around. I'm not sure if that's intentional, but it's odd t...
by Solinya
Wed Jan 29, 2020 2:59 am
Forum: Modding help
Topic: attempt to index global 'sounds' (a nil value)
Replies: 3
Views: 100

Re: attempt to index global 'sounds' (a nil value)

I think you're trying to reference the base mod's sound files, correct? If so, don't you have to point it at base? Without that, it's looking in your mod for a demo-sounds file. From the breaking change thread: local sounds = require("__base__.prototypes.entity.demo-sounds") This worked for me, but ...
by Solinya
Fri Jan 24, 2020 7:44 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 141
Views: 17272

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

We made 0.18 a major version because it will break mods with all the changes we are making, and while initially it hasn't broken that much, many things to come will have a bigger impact, such as the Character GUI. Does this mean that later 0.18.x releases will break mods again? I think you should t...
by Solinya
Thu Jan 23, 2020 10:27 pm
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 835

Re: Supporting multiple Factorio (Major) versions

This all relies on, as others mentioned, API stability. Wube is of course free to follow any versioning scheme you guys want, but I'm personally a fan of SemVer. I'd like to see API backwards compatibility be preserved between any 0.18.x version, until a 0.19.x comes out, at which point you may int...
by Solinya
Thu Jan 23, 2020 11:28 am
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 835

Re: Supporting multiple Factorio (Major) versions

I think a big question is: what does the post-1.0 landscape look like? Will there continue to be major refinements to the game, with potentially game-breaking changes, or are they going to be the more minor sort once official release has passed? If it's the latter, then a multi-version system doesn'...
by Solinya
Wed Jan 22, 2020 10:16 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 31363

Re: Version 0.18.0

Was looking forward to many of these improvements though I’m also surprised it was released so early. From the change notes (haven’t played .18 yet) I don’t see the new character GUI listed and I imagine that will be one of the more noticeable breaking mod changes (if the new logistics system remove...
by Solinya
Wed Jan 15, 2020 3:06 am
Forum: Modding help
Topic: Factorio achievements background (gears) images
Replies: 4
Views: 156

Re: Factorio achievements background (gears) images

The https://mods.factorio.com/mod/MoreAchievements mod has a set of the bases in the graphics folder but I don't know the licensing around them.
by Solinya
Mon Dec 23, 2019 2:52 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 121558

Re: [MOD 0.17] Industrial Revolution

Hey, really enjoying the mod so far! Ran into an issue however, maybe someone here can help: I use IR together with the AAI Industry mods + a few others and I am unable to start research on the High performance engine. It lists Steel age as its only pre rec., which I have researched. I tried consol...
by Solinya
Sat Dec 21, 2019 12:17 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 121558

Re: [MOD 0.17] Industrial Revolution

Then look at efficiency modules and air filters. I haven’t damaged a single tree with pollution in my current play-through and I’m working through the Chrome Age. Preventing it from being generated helps slow evolution down as well.
by Solinya
Fri Dec 20, 2019 10:40 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 121558

Re: [MOD 0.17] Industrial Revolution

Stimpatch wrote:
Fri Dec 20, 2019 8:57 am
QWERTY128BITS wrote:
Fri Dec 20, 2019 1:48 am
I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.
Just 10.
by Solinya
Sat Dec 14, 2019 11:28 am
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 7029

Re: Friday Facts #325 - New Explosions and Particles

Do the new explosion effects and particles apply to modded assets? For example, if someone creates a new entity with graphics in a mod, are they able to pre-pick existing smoke/wood/metal particles or will they have to create all new particle animations? What's the default going to be? (I suppose cu...
by Solinya
Wed Dec 11, 2019 3:54 am
Forum: Modding interface requests
Topic: on_nth_tick but with an offset, and "on_tick_n"
Replies: 4
Views: 209

Re: on_nth_tick but with an offset, and "on_tick_n"

You could, but I don't know if you need to. I have a regeneration feature in one of my mods and if you just batch them all every 5-15 ticks (for aggressive regen) or 30-60 (for slower regen), it should be "good enough". I don't think most players will notice biters individually regenerating a handfu...

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