Search found 6 matches

by TheKid0z
Fri Mar 15, 2024 1:12 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 191
Views: 20153

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 ...
by TheKid0z
Fri Jan 05, 2024 1:48 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22903

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!
by TheKid0z
Fri Nov 24, 2023 4:43 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 121
Views: 23204

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...
by TheKid0z
Fri Sep 22, 2023 1:28 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47814

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...
by TheKid0z
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: 620

[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 ...
by TheKid0z
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: 2339

[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...

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