Search found 99 matches
- Wed Jan 09, 2019 12:47 am
- Forum: Modding interface requests
- Topic: New on_pre_player_mine Event
- Replies: 4
- Views: 1953
Re: New on_pre_player_mine Event
So what would happen if the player's mining categories were updated during this event to make the mining attempt invalid/valid where the opposite was previously true?
That's not canceling the event, just setting the data to be used right after the event when mining begins.
Currently you can ...
- Tue Jan 08, 2019 8:37 pm
- Forum: Modding interface requests
- Topic: New on_pre_player_mine Event
- Replies: 4
- Views: 1953
Re: New on_pre_player_mine Event
So what would happen if the player's mining categories were updated during this event to make the mining attempt invalid/valid where the opposite was previously true?
That's not canceling the event, just setting the data to be used right after the event when mining begins.
That's not canceling the event, just setting the data to be used right after the event when mining begins.
- Tue Jan 08, 2019 2:24 am
- Forum: Modding interface requests
- Topic: New on_pre_player_mine Event
- Replies: 4
- Views: 1953
New on_pre_player_mine Event
I'm making this a formal request as it wasn't directly answered in the other thread before it got locked.
But are we getting an event that fires before a player begins to mine an entity with an optional flag to cancel that attempt as invalid or the like?
Per API docs, there's currently only an ...
But are we getting an event that fires before a player begins to mine an entity with an optional flag to cancel that attempt as invalid or the like?
Per API docs, there's currently only an ...
- Mon Jan 07, 2019 2:30 am
- Forum: Ideas and Suggestions
- Topic: Laser System Intermediate Product
- Replies: 1
- Views: 1237
Laser System Intermediate Product
Because of the new science packs in 0.17 and related , I once again ran into the problem where it seems like everything is made of RGB Circuits, gear, iron plate | steel, plastic | battery. This gives a sense of deja vu when it comes time to make something new and it turns out to be something old ...
- Fri Jan 04, 2019 11:17 pm
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 13320
Re: [0.17] Adding Ore Hardness and Pickaxes back in
But that last did jog my memory on the old discussion about hardness and mining power being removed. Which is a detail worth noting about the simple formula I ran here.
The 0.16 formula for mining is (Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec ...
The 0.16 formula for mining is (Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec ...
- Fri Jan 04, 2019 9:46 pm
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 13320
Re: [0.17] Adding Ore Hardness and Pickaxes back in
Why would you bother with power/hardness at all, if you're using categories? Why not just store speed on the category?
Because the category represents a hard distinction between mining complexity/methodology and the hardness represents graduated difficulty within a category?
In order to ...
- Fri Jan 04, 2019 8:50 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 188972
Re: Friday Facts #275 - 0.17 Science changes
I just also see a large group of people who like the change (of specifically rails), alongside of reason. I still do not see a better alternative than rails.
Concrete not really an useful thing at the moment. Should that change? I'm not sure. Does it need to change AND change the science pack? No ...
Concrete not really an useful thing at the moment. Should that change? I'm not sure. Does it need to change AND change the science pack? No ...
- Fri Jan 04, 2019 7:32 pm
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 13320
Re: [0.17] Adding Ore Hardness and Pickaxes back in
So I've looked at this a wee bit more. What appears to be missing from the modding API is an event that fires before a player begins to mine an entity, firing on the initial attempt itself, that has the ability to flag a cancel/invalid state for the mining attempt. I don't know how the ...
- Fri Jan 04, 2019 4:56 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 43902
Re: The Problem With Pickaxes - Digging Out Factorio's Core
I'm not all that impressed by the Bartle classification- ...actually, I'm not impressed in the slightest.
Bartle's isn't that impressive because it's a first pass rough approximation, but does at least begin to explore the idea that there are different types of players with different motivations ...
Bartle's isn't that impressive because it's a first pass rough approximation, but does at least begin to explore the idea that there are different types of players with different motivations ...
- Fri Jan 04, 2019 9:58 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 43902
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Your player types are STILL irrelevant. They have ZERO bearing on if it is a good idea or a bad idea to get rid of the pickaxe. It doesn't matter what you base them off of.
There's the money shot. I give better support for what I've said than you've any right to expect, and you dismiss it and me ...
There's the money shot. I give better support for what I've said than you've any right to expect, and you dismiss it and me ...
- Fri Jan 04, 2019 8:52 am
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 13320
Re: [0.17] Adding Ore Hardness and Pickaxes back in
I'm speaking from almost complete ignorance of the api here, but couldn't the pickaxe be an armor module, and wouldn't that apply directly to the player state rather than run through an inventory check?
You'd just have to start the player with a 1-2 slot armor with pickaxe already equipped into it ...
You'd just have to start the player with a 1-2 slot armor with pickaxe already equipped into it ...
- Fri Jan 04, 2019 6:10 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 43902
Re: The Problem With Pickaxes - Digging Out Factorio's Core
...snip...
And you're projecting your faults onto me, ignoring my reasoning because you don't actually care to listen so your internal filter simply says I'm making purely 'emotional' arguments so you don't have to confront them.
The symbolism of the pickaxe is that the things you craft are your ...
And you're projecting your faults onto me, ignoring my reasoning because you don't actually care to listen so your internal filter simply says I'm making purely 'emotional' arguments so you don't have to confront them.
The symbolism of the pickaxe is that the things you craft are your ...
- Fri Jan 04, 2019 4:35 am
- Forum: Fan Art
- Topic: dragon side view(concrete)
- Replies: 4
- Views: 8017
Re: dragon side view(concrete)
*Necros up cool dragon, because cool dragon.
- Fri Jan 04, 2019 4:34 am
- Forum: Fan Art
- Topic: The Mountains of Nauvis (Story based on modded 0.16.51 LP)
- Replies: 5
- Views: 6531
Re: The Mountains of Nauvis (Story based on modded 0.16.51 LP)
((Fun reading. Keep it up.))
- Fri Jan 04, 2019 4:10 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 43902
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Ending your post with an insult to someone for something you could have ignored, also makes you look like an idiot. So...
People who shout 'FACTS' like it's some sort of talisman that means God is on their side are, in fact, usually idiots. It's a useful insight into a common behavior, and the ...
People who shout 'FACTS' like it's some sort of talisman that means God is on their side are, in fact, usually idiots. It's a useful insight into a common behavior, and the ...
- Fri Jan 04, 2019 3:46 am
- Forum: Balancing
- Topic: Fixing NPE - Full Burner Start
- Replies: 22
- Views: 15706
Re: Fixing NPE - Full Burner Start
It seems to me like there are a lot of people interested in extending the early game in a way somewhat more in line with Factorio than Minecraft, and I actually thought about that quite a bit.
There's certainly enough bumps in the beginning game to want something done about it one way or another ...
There's certainly enough bumps in the beginning game to want something done about it one way or another ...
- Fri Jan 04, 2019 2:44 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 43902
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Among other things outlined, the pickaxe is an introductory step for new players. Just as some people no longer see the value in setting up their first electricity plant, initial pickaxe craft isn't meant for very experienced players. It's a step in a different stage of the game - the first five ...
- Fri Jan 04, 2019 12:05 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 188972
Re: Friday Facts #275 - 0.17 Science changes
So what I've gotten from the thread at this point is that the reason rails are in the production pack is because:
1)You decided science would pull double duty and automate things you want the player to automate because reasons
2)Rails were on that list and fit into the production pack least badly
3 ...
1)You decided science would pull double duty and automate things you want the player to automate because reasons
2)Rails were on that list and fit into the production pack least badly
3 ...
- Thu Jan 03, 2019 4:45 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 188972
Re: Friday Facts #275 - 0.17 Science changes
The original assumption that "there is no way to share it with a mall" is utterly exaggerated. A single yellow belt of rails will support a lot of assembling machines running at full speed that even the more megalomaniac new players are never going to have.
Again, having 2 belts or upgrading the ...
Again, having 2 belts or upgrading the ...
- Thu Jan 03, 2019 5:44 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 188972
Re: Friday Facts #275 - 0.17 Science changes
You don't need pipes in the logistic recipe because they're part of the engine recipe and that's fed into the Chem pack. Redundant.
Wait! (Did I break his brain somehow? ...flip flip...) Umm...
Also, also - that wasn't actually a response to anything you said. Just me really lazily tossing 2 ...