Search found 153 matches
- Fri Sep 16, 2022 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7175
Re: Bots that are aware of their charge level and plan accordingly.
OK, I love this suggestion. It has the potential to solve some really annoying problems, and doesn't really threaten the use of belts, as it addresses situations faced by bots going super long distances, not those going short intra-factory hops. It fixes a problem I face far more with construction b...
- Thu Sep 15, 2022 1:49 pm
- Forum: Ideas and Suggestions
- Topic: Better atomic bombs
- Replies: 11
- Views: 5370
Re: Better atomic bombs
Sorry to be a bit late, and dig up an old topic, and for the self promotion (wow thats a big list). Anyway, I have a mod - https://mods.factorio.com/mod/True-Nukes, built for exactly this purpose.
It makes nukes a LOT more dramatic - particularly the really big ones.
It makes nukes a LOT more dramatic - particularly the really big ones.
- Mon Sep 12, 2022 5:22 pm
- Forum: Modding help
- Topic: custom module
- Replies: 3
- Views: 840
Re: custom module
Normally you'd put it in as part of the recipe - what do you plan on it doing?
- Wed Aug 31, 2022 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Distinguish mods enabled by dependency as opposed to manually
- Replies: 6
- Views: 976
Re: Distinguish mods enabled by dependency as opposed to manually
It gets worse when the libs have incompatibilities - or aren't just libs, and are instead full mods, as then your gameplay is significantly altered by a mod you never enabled or downloaded. You could also add a button on optional dependencies of mods which would enable them as a dependency - so they...
- Mon Aug 29, 2022 11:57 pm
- Forum: Modding help
- Topic: Detecting Electicity Disconnects - first time modder
- Replies: 1
- Views: 554
Re: Detecting Electicity Disconnects - first time modder
This does sound interesting, but you're going to have a few interesting problems. The limiting factor is performance impact. I would guess the best would be to do what you've been doing so far, and triggering on_pre_player_mined_item (and on_robot_mined_entity), take the entities which are connected...
- Sun Aug 28, 2022 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Distinguish mods enabled by dependency as opposed to manually
- Replies: 6
- Views: 976
Distinguish mods enabled by dependency as opposed to manually
TL;DR Make it so that the game can tell whether a mod was enabled directly or via dependency, so that disabling a mod can take the dependencies with it. What ? The specific request I have here would be that mod-list.json had more information about why a mod was enabled - perhaps a list of mods it w...
- Mon Aug 08, 2022 9:57 pm
- Forum: Bug Reports
- Topic: [1.1.65] clamp_position ignores range_modifier for bullets
- Replies: 0
- Views: 656
[1.1.65] clamp_position ignores range_modifier for bullets
When modding in a new type of ammunition for the machine gun, if the range_modifier is set (e.g. to 2), it normally works fine, but if you set clamp_position = true (with target_type = "position") then the firing range is clamped to the original range, rather than the modified range. I've ...
- Mon Jul 04, 2022 7:24 pm
- Forum: 1 / 0 magic
- Topic: Error in lua seemingly coming from inside API
- Replies: 5
- Views: 1329
Re: Error in lua seemingly coming from inside API
Ah, that figures. Oh well, at least this forum post documents what failures like this mean a little.
- Mon Jul 04, 2022 4:41 pm
- Forum: 1 / 0 magic
- Topic: Error in lua seemingly coming from inside API
- Replies: 5
- Views: 1329
Re: Error in lua seemingly coming from inside API
I was just thinking noting it specifically as an internal error might make it more clear - at the minute the most descriptive part is "Invalid argument stack traceback" which kinda sounds like I gave a really bad argument to the api somehow, and that crashed everything. I'm sure it is mean...
- Sun Jul 03, 2022 10:42 pm
- Forum: 1 / 0 magic
- Topic: Error in lua seemingly coming from inside API
- Replies: 5
- Views: 1329
Re: Error in lua seemingly coming from inside API
OK, to confirm, this was an out of memory - not a bug at all.
I guess a related feature request would be to make this more obvious (i.e. include it in the message given on screen)?
I guess a related feature request would be to make this more obvious (i.e. include it in the message given on screen)?
- Sun Jul 03, 2022 8:50 pm
- Forum: 1 / 0 magic
- Topic: Error in lua seemingly coming from inside API
- Replies: 5
- Views: 1329
Error in lua seemingly coming from inside API
I've received a rather mysterious bug report for True-Nukes, including what looks like an error inside a call to the API: The mod True Nukes (0.2.10) caused a non-recoverable error. Please report this error to the mod author. Error while running event True-Nukes::on_script_trigger_effect (ID 153) Fl...
- Tue Jan 11, 2022 12:12 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500247
Re: Simple Questions and Short Answers
What is the ideal distance considering using tankwaggons instead of pipelines? There isn't an exact distance at which tankwaggons become better - the correct answer is "it's complicated". It really depends on what stage of the game you are at, what you are transporting, and how much of it...
- Sun Sep 19, 2021 1:17 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 32081
Re: Defence economy balance
... I have had those kinds of problems, but I tend to avoid them in a few ways: 1: have a secondary set of power poles on the route out to a remote base, close enough to the first that they interconnect, so that you can lose quite a few before it becomes problematic. 2: use artillery trains, not tu...
- Sat Sep 18, 2021 7:05 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 32081
Re: Defence economy balance
Reading this thread has been interesting. One thing I think that has been overlooked with gun turrets vs lasers regarding outposts, is resilience. Laser turrets at an outpost are vulnerable to biters chewing on your poles, Ah, but you see, this problem only weighs in on the equation if you have the...
- Sat Sep 18, 2021 6:44 pm
- Forum: Modding help
- Topic: Chunk edges visable after changing tiles in on_chunk_generated
- Replies: 2
- Views: 1189
Re: Chunk edges visable after changing tiles in on_chunk_generated
Found the problem:
The deepwater tiles have
so simply appending to that array in my data.lua worked fine
The deepwater tiles have
Code: Select all
allowed_neighbors = { "water" }
- Thu Sep 16, 2021 9:56 pm
- Forum: Modding help
- Topic: Chunk edges visable after changing tiles in on_chunk_generated
- Replies: 2
- Views: 1189
Chunk edges visable after changing tiles in on_chunk_generated
My mod changes the water tiles in a chunk to something else while generating certain chunks, but what it changes the water tiles into varies greatly based on what kind of water was generated there - I'm trying to create a dried out lakebed look by replacing it all with special tiles. The map generat...
- Mon Aug 23, 2021 7:10 pm
- Forum: Modding help
- Topic: Using the global random number generator inside on_chunk_generated
- Replies: 7
- Views: 2279
Re: Using the global random number generator inside on_chunk_generated
No, math.random is safe. However math.randomseed is a no-op, see the doc above. OK, thanks, that clears things up. The thing I was scared of was that the chunk loading could be done 'as and when', rather than in lock-step, meaning that client and server could differ in exact ordering, I kind of fig...
- Sat Aug 21, 2021 5:33 pm
- Forum: Modding help
- Topic: Using the global random number generator inside on_chunk_generated
- Replies: 7
- Views: 2279
Using the global random number generator inside on_chunk_generated
I have a mod which really wants to change things beyond the currently loaded chunks, but instantly loading a huge number of chunks is expensive and unnecessary. What I would really like to do is to do all the changes when each chunk loads, however my mod also uses a lot of rng in the big change-the-...
- Wed Aug 11, 2021 12:10 pm
- Forum: Won't implement
- Topic: Add multithreading/parallelization options
- Replies: 9
- Views: 5258
Re: Add multithreading/parallelization options
Sorry to bump this, just wanted to make sure you really aren't going to implement it, in some form or another... I think the way I described it would be doable, but I don't know the internals of the game... (I would love this to be implemented, as I have said, my mod would really benefit from anythi...
- Fri Jul 30, 2021 3:59 pm
- Forum: Gameplay Help
- Topic: Why do I have (need?) so many idle bots?
- Replies: 5
- Views: 2475
Re: Why do I have (need?) so many idle bots?
My guess would be that in areas without enough bots, there is a backlog of things that need moving (all the buffers are empty), so if you keep adding bots until you have idle bots, you will find that when you do have idle bots, loads of them will suddenly be idle, as previously you were also finishi...