Search found 9 matches
- Fri Nov 01, 2024 5:44 am
- Forum: Bug Reports
- Topic: [2.0.13] Visual artifacts on minimap after deconstructing large space platform
- Replies: 0
- Views: 86
[2.0.13] Visual artifacts on minimap after deconstructing large space platform
Visual Artifacts appearing after deconstructing large massive space platforms. In the Save file below please look at the space platform named "test-a2670" In order to recreate this bug. build a long narrow space platform and deconstruct it all at once. Assuming you are on another planet pr...
- Wed Oct 30, 2024 7:49 pm
- Forum: Bug Reports
- Topic: [2.0.12] Rocket not launching automatically to space platform
- Replies: 0
- Views: 654
[2.0.12] Rocket not launching automatically to space platform
The space platform named "cruiser" is parked above Nauvis and has logistic requests turned on. The rocket on Nauvis has all the materials required in the cargo slot delivered by bots but does not automatically launch. It was stuck like this for at least 10hrs. I have attached the pictures ...
- Fri Sep 27, 2024 12:14 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 42206
Re: Friday Facts #430 - Drowning in Fluids
For those saying 256x256 forget that you are usually using underground pipes for straight sections. As they are 10 tiles wide you get 25 underground pipes and be chunk aligned. But with pumps, storage tanks and buildings it’s not easy. Plus from a previous FFF logically pipes are merged into one con...
- Fri Mar 15, 2024 1:12 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35580
Re: Friday Facts #402 - Lightspeed circuits
Here is a compilation of radar questions for the devs Is it one radar channel per force per surface? In some scenario games like biter battles and many others the radar circuits can be game breaking. If one places two radar like a million tiles away are the circuit signals available? Sounds like we ...
- Fri Jan 05, 2024 1:48 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 37027
Re: Friday Facts #392 - Parametrised blueprints
I really think this feature can be extended to circuits as well. Like change the recipe of the assembler with circuits. The code is already here now just have to port it to outside of blueprints. Don’t hold back Wube!
- Fri Nov 24, 2023 4:43 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 36449
Re: Friday Facts #386 - Vulcanus
This is looking good. Would have wished a different graphic for the tree like things or absent all together. I’m curious about new enemies, weapons. This game needs more combat diversity. This planet could be a perfect candidate for flying creatures. Flame throwers can’t touch flying creatures. A ne...
- Fri Sep 22, 2023 1:28 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 68758
Re: Friday Facts #377 - New new rails
This is a welcomed change. I’m still bitter about quality. Some questions remain that I wish were addressed in the FFF What does a roundabout look like now? What does a U turn look like now An animation for how the new rail planner works? There were times when signal placement was not symmetric is i...
- Fri Oct 11, 2019 9:38 pm
- Forum: Modding interface requests
- Topic: [0.17.69] on_entity_died for entities with animation needs 'cause' parameter to be available.
- Replies: 0
- Views: 747
[0.17.69] on_entity_died for entities with animation needs 'cause' parameter to be available.
/c game.player.surface.create_entity{name="small-worm-turret", position={50,0}} /c script.on_event(defines.events.on_entity_died, function(event) game.print(event.cause) end) Right now when a player kills any of the turrets (worms/gun/laser), the optional 'cause' parameter is returned as ...
- Sat Sep 28, 2019 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.69] Enemy combat bots gui show damage based on player force modifiers.
- Replies: 2
- Views: 2726
[Rseding] [0.17.69] Enemy combat bots gui show damage based on player force modifiers.
Steps 1. Set enemy and player damage modifiers /c game.print(game.forces.enemy.set_ammo_damage_modifier('combat-robot-laser',0)) /c game.print(game.forces.player.set_ammo_damage_modifier('combat-robot-laser',-.2)) 2. Spawn a Combat bot - In this case, il be using a distractor. /c local ent = game.su...