Search found 17 matches

by garrotte
Fri Dec 08, 2023 5:12 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 24474

Re: Friday Facts #388 - Smaller things for 2.0

Math expressions and max range indicator made me cry. Taking away so much boring pain, only now. Maybe you could add a way to easily see distances between buildings of the same prototype: to make a chain of turrets or other things at the same range in absolutely any direction - not only vertically/h...
by garrotte
Fri Sep 22, 2023 8:29 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49708

Re: Friday Facts #377 - New new rails

Marvellous ! Thank you!
by garrotte
Sun Sep 10, 2023 5:17 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 128061

Re: Friday Facts #375 - Quality

Didn't expect such ordinary boring mechanics from other games. Why can't some mod do it instead? Pls just add more properties and mechanics in modules and people will do the rest in their crazy unbalanced mods for those who like it. Need more new entities with interesting logics - for player, for en...
by garrotte
Fri Apr 07, 2023 12:10 pm
Forum: Modding interface requests
Topic: Tile optional property to prohibit replacement
Replies: 4
Views: 785

Re: Tile optional property to prohibit replacement

In other words I believe game engine doesn't check for collision masks of two mineable tiles - just replaces one with another if other conditions for new tile are met.

IMHO, PlaceAsTile looks like the way to make tile placeable on water instead of ground and similar cases. But I didn't test it.
by garrotte
Fri Apr 07, 2023 11:22 am
Forum: Modding interface requests
Topic: Tile optional property to prohibit replacement
Replies: 4
Views: 785

Re: Tile optional property to prohibit replacement

You can add a collision layer to your tile, and add it to all other item's place_as_tile.condition . Did you try this approach (for example to prevent concrete replacing) ? Will it work with all possible mineable tiles that any other mod can add to game? I don't think this is relevant to my request.
by garrotte
Fri Apr 07, 2023 8:48 am
Forum: Modding interface requests
Topic: Tile optional property to prohibit replacement
Replies: 4
Views: 785

Tile optional property to prohibit replacement

Hello. Please add an optional property for Tile Prototype to allow/prohibit replacement of this tile on surface with any other tiles. Allowed by default. What is it for: For some tiles there is an essential need to control how tile can be mined. Example: creep in Krastorio2 and Warmonger mods. Right...
by garrotte
Tue Apr 04, 2023 3:03 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.80] Productivity module bonus lower than expected
Replies: 2
Views: 2004

Re: [1.1.80] Productivity module bonus lower than expected

forgot to mention: checked on pure vanilla. No mods turned on.
by garrotte
Tue Apr 04, 2023 2:47 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.80] Productivity module bonus lower than expected
Replies: 2
Views: 2004

[1.1.80] Productivity module bonus lower than expected

Starting 1.1.78 productivity modules level 1 and level 2 give only 3.5% and 5.5% productivity bonus instead of 4% and 6%. Tooltips say about 4% and 6%. Game resources contain prototype info with 4% and 6% too: productivity = {bonus = 0.04} Module level 3 is ok - 10%. In version 1.1.77 issue doesn't ...
by garrotte
Fri Nov 11, 2022 9:31 pm
Forum: Modding interface requests
Topic: pollution diffusion values on different surfaces
Replies: 0
Views: 510

pollution diffusion values on different surfaces

Hi! Probably it's not pure mod interface request. Sorry. Could you please add and process different min_to_diffuse values for different surfaces? Pollution absorption performance can be controlled by tiles&trees autogeneration settings, but diffusion speed is always the same for all surfaces, th...
by garrotte
Fri Jul 15, 2022 6:59 am
Forum: General discussion
Topic: We need to talk about this, this pricing is absolutely ridiculous
Replies: 15
Views: 9890

Re: We need to talk about this, this pricing is absolutely ridiculous

Gaben turned off all means of paying for anything in roubles. What this talk is all about??? Who cares now? Is that an important problem now for anyone?
by garrotte
Sat Apr 23, 2022 8:09 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315459

Re: [MOD 0.13.17+] Rampant

This mod greatly enhance the AI. But imho you could have the groups going where few of them have died... So it would search for weaknesses... Like recon with small biters... And then attack with big groups where it's found to be less defended. So they would change their points of attack. Now they a...
by garrotte
Tue Mar 29, 2022 10:19 pm
Forum: News
Topic: We support Ukraine
Replies: 3346
Views: 461454

Re: We support Ukraine

@Djmixx, ты сам то веришь в ту ересь, что ты тут несёшь? Зачем ты вообще на этот форум пришёл - ты тут никого не переубедишь, даже несмотря на то, что тут многие неоднозначно воспринимают любую информацию. Они смотрят Russell Brand или Breaking Points, до которых тебе очень далеко. А те, кто с тобой...
by garrotte
Thu Mar 03, 2022 10:46 am
Forum: News
Topic: We support Ukraine
Replies: 3346
Views: 461454

Re: We support Ukraine

Russian parliament quickly prepares now a legal act to jail for 3 years any person who is twice in a year got detained during street actions against this war. It's easy to blame us and give us cowards names, but we all watched how it happened last Summer in Belarus. Where not 40%, but over 70% are a...
by garrotte
Wed Mar 02, 2022 4:40 pm
Forum: News
Topic: We support Ukraine
Replies: 3346
Views: 461454

Re: We support Ukraine

Stop War! Don't let people kill each other for crazy ideas! It's a double pain and embarassment for me after all to see my favorite game's approval rating spoiled by people from my country (those are not bots, but real gamers). I hope Steam will fix it somehow. I'm working for years in international...
by garrotte
Sun Jan 16, 2022 9:08 pm
Forum: Resolved Problems and Bugs
Topic: Burner inventory validity for different entities
Replies: 3
Views: 2381

Re: Burner inventory validity for different entities

Hello Rseding91, But... you did it not how API documentation describes it. I replaced getting burner inventory with your example and mod started to work as it should. Thank you! P.S. API documentation way (and it works, but only with default game entities) for your example will be: global f = game.p...
by garrotte
Sun Jan 16, 2022 10:09 am
Forum: Resolved Problems and Bugs
Topic: Burner inventory validity for different entities
Replies: 3
Views: 2381

Burner inventory validity for different entities

Hello, A small request. Make burner inventory for new entities valid in game API. I created radar with burner energy source. It works fine, player or inserter can put fuel inside and it burns -> consumes energy, scans chunks... But it doesn't allow to do anything with its inventory (e.g. get items c...
by garrotte
Wed Dec 15, 2021 9:10 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3119

Re: [REQUEST] Per-spawner evolution

Implement almost according the thread post
https://mods.factorio.com/mod/RampantEvolution

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