Search found 77 matches

by Solinya
Sat Sep 04, 2021 7:56 am
Forum: Modding discussion
Topic: New API Docs website
Replies: 33
Views: 3451

Re: New API Docs website

I agree with Hornwitser. Unless I'm missing some secret way to hide the class list on the left, the actual documentation section gets scrunched into a much smaller horizontal space than the old docs layout, which means I can't fit nearly as much info on my laptop's screen. I'd prefer to have the nav...
by Solinya
Fri Mar 26, 2021 7:17 am
Forum: Releases
Topic: Version 1.1.30
Replies: 21
Views: 17066

Re: Version 1.1.30

EDIT - Solved my problem...somehow steam took me off experimental branch from beta menu. I did notice that the 1.1.x selection in the beta menu does say that it is version 1.1.27 even though when you select it, it does update to 1.1.30 I think this happens automatically when the stable bookmark is ...
by Solinya
Sat Jan 23, 2021 12:42 pm
Forum: Releases
Topic: Version 1.1.14
Replies: 14
Views: 9213

Re: Version 1.1.14

Not reporting a bug because I know IR2.0 modifies tips-and-tricks, I'm assuming this is not Wube's fault (especially since there was no migration message). Log on pastebin if anyone is interested. I assume it is related to the messy interaction between overhaul mods and the tips and tricks system ,...
by Solinya
Fri Jan 15, 2021 10:19 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 192
Views: 88373

Re: [MOD 0.18] KRASTORIO^2

Just finished my run of Krastorio 2 and wanted to thank you guys for a great mod. I played KL and liked it, but you really improved on a lot of the weak areas in the legacy mod with K2 (pre-blue science isn't slow anymore, there's actually a use for fusion energy now, more weapon variety to play wit...
by Solinya
Sun Jan 03, 2021 11:13 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 90
Views: 13672

Re: Industrial Revolution 2 discussion

Does anyone know how to make or find Ruby? I can't make the laser assemblers without lasers and without rubies I can't make lasers. I'm trying to make blue circuits and their components are only able to be made in laser assemblers. There's a research item once you get the next science, Chrome analy...
by Solinya
Sat Nov 28, 2020 11:39 am
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 28966

Re: Version 1.1.1

It is not whether we can do it, but whether we should. Adding extra modifier just for this is not worth it imo. What could make sense is to have a generic key to "freeze tooltip". That way, the icons in the tooltip could be inspected with tooltip (which could be again recursively freezed ...
by Solinya
Fri Oct 09, 2020 8:16 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 39927

Re: Friday Facts #361 - Train stop limit, Tips and tricks

The Tips looks great, though I feel VERY STRONGLY that you do not hide tips from the user. If anything, add a little dot or animated icon next to the pertinent ones, or ones most recently related to progress in the game. However, I ask you most sincerely not to hide information from the player. Ple...
by Solinya
Fri Jun 26, 2020 11:27 pm
Forum: Modding help
Topic: Changelog.txt
Replies: 2
Views: 335

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: 2312

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: 711

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: 711

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: 18929

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: 192
Views: 88373

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: 192
Views: 88373

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: 11829

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: 590

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: 12171

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: 518

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: 1275

[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: 4
Views: 603

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 ...

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