Search found 22 matches

by Siapran
Tue Aug 25, 2020 5:42 pm
Forum: Not a bug
Topic: [1.0.0] Train skips scheduled station
Replies: 3
Views: 854

Re: [1.0.0] Train skips scheduled station

Thank you, I misunderstood how the schedule works.
Thank you for the solution to the dispatch problem, I'll add it to my depot blueprint.
by Siapran
Tue Aug 25, 2020 4:46 pm
Forum: Not a bug
Topic: [1.0.0] Train skips scheduled station
Replies: 3
Views: 854

[1.0.0] Train skips scheduled station

20200825122120_1.jpg
20200825122120_1.jpg (461.68 KiB) Viewed 854 times

In this configuration, the train is waiting for Provider to become available.
When Provider becomes available, the train should go to Provider.
Instead, it skips Provider and goes straight to Requester.

See attached save file for reproduction.
by Siapran
Thu Nov 24, 2016 12:21 am
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

Re: [0.12.x] PvP_Ruins

Ok from what I've seen this is going to need a lot of work from scratch (including the map design).
I'll try to find some time to do it, but I can't guarantee anything.
Should still be neat though.
by Siapran
Wed Nov 02, 2016 11:13 pm
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

Re: [0.12.x] PvP_Ruins

Woo, I haven't update this map in a looong time. If I recall correctly, defines.lua defined a few constant in the game. It is highly probable that this scenario doesn't work at all in factorio 0.14. If you want, I can take some time to update it so that it works with the new factorio version. I'm ha...
by Siapran
Fri Mar 25, 2016 1:28 pm
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

Re: [0.12.x] PvP_Ruins

there is an UI on the top-left corner of the screen:
Image
by Siapran
Fri Mar 11, 2016 12:01 pm
Forum: Ideas and Suggestions
Topic: Forklifts to move around chests
Replies: 21
Views: 9657

Re: Forklifts to move around chests

moving chests or crates could a be really fun solution for transporting goods at any rate. it would introduce a brand new mechanic for train logistics. perhaps you should make full chests not holdable by conventional means, only holdable by vehicles such as trains, cars and tanks (at a rate of about...
by Siapran
Thu Mar 10, 2016 8:10 am
Forum: Balancing
Topic: Tanks need a counter in PvP
Replies: 1
Views: 1282

Tanks need a counter in PvP

Seriously, in PvP, the only counter to a tank is another tank. Laser turrets don't shoot far enough. Mines barely scratch them. So basically if you don't have another tank or a power armor you're doomed. That and the fact that no static defense will ever be able to stop them (yes, we tried mines + d...
by Siapran
Thu Mar 10, 2016 7:59 am
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

Re: [0.12.x] PvP_Ruins

OK so apparently Diplomacy is bugged in that it keeps resetting to Hostile after reloads.
I'll try to fix that for the next release too.
by Siapran
Tue Mar 08, 2016 9:35 am
Forum: Implemented Suggestions
Topic: Why can't we fill barrels with stuff besides oil?
Replies: 11
Views: 5213

Re: Why can't we fill barrels with stuff besides oil?

Tanker wagons are planned. This stuff with barrels is just a quick fix until then. To be honest, I feel like having barrels of lubricant would be a really practical addition. One hardly uses lubricant for anything, and when lubricant is needed, it is in small quantities. Having drones flying by wit...
by Siapran
Mon Mar 07, 2016 11:15 pm
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

Re: [0.12.x] PvP_Ruins

I plan on adding the following changes for the next update: Add train stops to the always_neutral list Prevent players from other factions from building stuff near an enemy faction's spawn (to prevent turret spawn camping) Add a prep time during which players can't leave their spawn (something aroun...
by Siapran
Mon Mar 07, 2016 1:19 pm
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

Re: [0.12.x] PvP_Ruins

Yes, research, logistic networks and gameplay modifiers are distinct for each faction.
You can check the lua documentation to learn more.
by Siapran
Mon Mar 07, 2016 9:26 am
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

Re: [0.12.x] PvP_Ruins

I have to admit I have a new-found respect for the people that designed the factorio trailer. Mapmaking is exhausting, even though I only designed, like, 12 major locations. Roads and small ruins are painfully tedious to make. So yeah, a big hurray for those amazing people, because it's thanks to th...
by Siapran
Mon Mar 07, 2016 2:25 am
Forum: Maps and Scenarios
Topic: [0.12.x] PvP_Ruins
Replies: 16
Views: 15985

[0.12.x] PvP_Ruins

A magnetic storm has sent your fleet crashing on an alien planet. As you recover in the ruins of old factories, you learn from your radio signals that the other survivors have started fighting over resources to get back into space. It is up to you to collaborate with other players, or beat the crap...
by Siapran
Sun Mar 06, 2016 9:14 pm
Forum: Ideas and Suggestions
Topic: Inter-force interactions
Replies: 0
Views: 768

Inter-force interactions

Right now, with the lua api, we can allow a ceasefire between two forces: my_force.set_cease_fire(their_force, true) Now, there is still one problem, in that a force should allow another to access containers and open doors. Something like: my_force.set_interaction_permission(their_force, true) This ...
by Siapran
Sun Mar 06, 2016 2:19 pm
Forum: Maps and Scenarios
Topic: [solved] PvP scenario scripting.
Replies: 2
Views: 2167

Re: [Help needed] PvP scenario scripting.

Solved, changed the force of every player entity to "neutral"

EDIT: currently adding diplomacy menu.
by Siapran
Sun Mar 06, 2016 1:56 pm
Forum: Maps and Scenarios
Topic: [solved] PvP scenario scripting.
Replies: 2
Views: 2167

Re: [Help needed] PvP scenario scripting.

Ok I solved the two problems myself in the meantime: https://dl.dropboxusercontent.com/u/40487730/Games/Factorio/PvP/Screenshot_2016-03-06_14-49-41.png https://dl.dropboxusercontent.com/u/40487730/Games/Factorio/PvP/Screenshot_2016-03-06_14-49-55.png However, another problem arose: https://dl.dropbo...
by Siapran
Sun Mar 06, 2016 1:30 pm
Forum: Maps and Scenarios
Topic: Map Editor help needed
Replies: 9
Views: 5106

Re: Map Editor help needed

you're using the wrong tab.
the tap you want to use is the "entity" tab (the third one)
take the hand tool, select an entity, and right click to place it.
you can use "x" to delete an entity while hovering above it.
by Siapran
Sun Mar 06, 2016 12:38 pm
Forum: Maps and Scenarios
Topic: Map Editor help needed
Replies: 9
Views: 5106

Re: Map Editor help needed

Image

works fine on my side.

are you talking about doors by any chance?
by Siapran
Sun Mar 06, 2016 11:57 am
Forum: Maps and Scenarios
Topic: Map Editor help needed
Replies: 9
Views: 5106

Re: Map Editor help needed

It should be the same key as in game (default is r)
you can't rotate walls though.
by Siapran
Sun Mar 06, 2016 10:39 am
Forum: Maps and Scenarios
Topic: [solved] PvP scenario scripting.
Replies: 2
Views: 2167

[solved] PvP scenario scripting.

I've encountered a recurring problem when playing multiplayer with friends on co-op. We're never able to agree on setup decisions and other trivial stuff, and we keep fighting over who gets to design which part of the base. In order to solve this problem, I decided to create a custom scenario with f...

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