Search found 70 matches

by Solinya
Fri Jun 26, 2020 11:27 pm
Forum: Modding help
Topic: Changelog.txt
Replies: 2
Views: 87

Re: Changelog.txt

Go to wherever you have steam games installed (I changed my default, so I don't remember the original path). From there, find the Factorio app - steamapps/common/Factorio/factorio.app Right-click factorio.app and show package contents. Navigate to Contents/data/changelog.txt Edit: If you're using th...
by Solinya
Tue Apr 14, 2020 5:49 am
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 1025

Re: Deathworld shouldn't be about time race

You can create any game mode for yourself by changing the sliders, but even if you are expirienced player you can't know what can you expect from those values without making graphs... Because you don't want to get big biters at 7th hour, but you also don't want to be against small biters with blue ...
by Solinya
Mon Apr 06, 2020 12:15 am
Forum: Modding discussion
Topic: Best practice: Adding new technologies to prerequisites
Replies: 4
Views: 298

Re: Best practice: Adding new technologies to prerequisites

What I've seen other mods do is they would add A but leave B already researched (even if it means C is also available for research). It looks a little odd on the technology screen to run around and pick up a bunch of lower tier tech, but it doesn't take away something the player has already unlocke...
by Solinya
Sun Apr 05, 2020 11:23 am
Forum: Modding discussion
Topic: Best practice: Adding new technologies to prerequisites
Replies: 4
Views: 298

Re: Best practice: Adding new technologies to prerequisites

This is not about how to set a new technology as prerequisite to another, but about what happens after this. Say, I have added a new technology A to the prerequisites of technology B, so B can only be researched after A. No problem if you start a new game -- everything will be fine then. But suppos...
by Solinya
Sat Apr 04, 2020 7:08 am
Forum: Mods
Topic: A final note about Industrial Revolution
Replies: 13
Views: 10756

Re: A final note about Industrial Revolution

The currently listed CC-BY-ND 4.0 is pretty permissive. It even allows commercial use - so streamworkers should be happy as they may sell stream views to advertisers. It does not allow derivatives, but you can still make companion mods. So most modders should be happy too. And players in general do...
by Solinya
Fri Mar 13, 2020 5:07 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 180
Views: 56359

Re: [MOD 0.18] KRASTORIO^2

I would also like to know if K2 will in any way conflict with Alien Biomes. I don't think there would be a conflict with Alien Biomes (KL didn't have one). It's listed as eventually-compatible with Space Exploration, which has AB as a pre-req and AB mostly just changes the tilesets. KL didn't add n...
by Solinya
Tue Mar 10, 2020 10:03 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 180
Views: 56359

Re: [MOD 0.18] KRASTORIO^2

This looks neat, especially the new endgame goal. Even in the 160h IR+Krastorio game I just finished, I rarely needed more than 60% of my four-reactor nuclear plant, so the fusion and antimatter plants always seemed unnecessary. (The portable versions, on the other hand, were very useful for handlin...
by Solinya
Wed Feb 19, 2020 10:08 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 8966

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: 270

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: 22
Views: 9712

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: 183

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: 603

[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: 154

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: 270

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: 7035

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: 13146

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: 203

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: 142
Views: 22484

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: 1325

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: 1325

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'...

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