Search found 2124 matches
- Sat Jan 03, 2015 10:35 pm
- Forum: Modding help
- Topic: Damage Change
- Replies: 6
- Views: 2295
Damage Change
I am trying to alter damage of a rocket. data.raw.projectile["rocket"].action.action_delivery.target_effects.damage = { {amount = 120, type = "explosion"} } However, this is invalid. It is the bess Guess I have at this time on how you might go about doing it, but It is clearly wr...
- Sat Jan 03, 2015 9:21 pm
- Forum: Modding help
- Topic: Recipe Change
- Replies: 2
- Views: 1795
Re: Recipie Change
That fixes the first issue. Awsome. Thanks :D However, I still can't seem to change the "energy Cost" meaning Processing duration. I want Processing units to take a full 2 minutes (less with speed) to make. AND I can't get them to produce two or four per recipie. I copied the data from Cop...
- Sat Jan 03, 2015 7:54 pm
- Forum: Modding help
- Topic: Recipe Change
- Replies: 2
- Views: 1795
Recipe Change
I am attempting to modify recipies, mainly for my own use. However, i ran into a few issues Resolved: The game doesn't accept lubricant as an item. I am certain I copied the original recipie exactly originally, and only changed the number. Resolved: or the duration (assuming that is what energy is) ...
- Wed Dec 24, 2014 11:17 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Pump
- Replies: 2
- Views: 1011
Re: Logistic Pump
Well, that does seem do be what I was looking for.
- Wed Dec 24, 2014 7:33 pm
- Forum: Implemented Suggestions
- Topic: Force-place Incomplete Blueprints
- Replies: 31
- Views: 20424
Re: Force-place Incomplete Blueprints
Support this 100%.
Also suggest that if you try to place normally without this, the red items should flash visibly, since sometimes they are hard to see.
Also suggest that if you try to place normally without this, the red items should flash visibly, since sometimes they are hard to see.
- Wed Dec 24, 2014 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Computer-smart logic extention
- Replies: 1
- Views: 1068
Computer-smart logic extention
Suggest computer block. Cost ~1-5 Processing units, some lesser circuits, and probably steel/plastic for the frame. On placement, give it an Id (whether like a station name, or random number) Computers act like a logic gate. They have two conditions, as a smart inserter. If both are used, additional...
- Wed Dec 24, 2014 7:22 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Pump
- Replies: 2
- Views: 1011
Logistic Pump
Like electric pump. Has several settings. Can be connected via red/green wire and logistic system, as smart inserters. Set spill-over value. Default 10, as normal. If 5, then if adjacent pipe contains more than 5 liquid, the excess will be treated as the actual value for liquid movement. Hence at 10...
- Fri Dec 19, 2014 2:45 pm
- Forum: Modding help
- Topic: Removing Enemy Armor
- Replies: 4
- Views: 1173
Re: Removing Enemy Armor
That does work. However, I am still interested in learning how both how to edit those values, and more importantly, how to myself figure out what the correct string is to access any particular variable.
- Thu Dec 18, 2014 10:54 pm
- Forum: Modding help
- Topic: Removing Enemy Armor
- Replies: 4
- Views: 1173
Removing Enemy Armor
I was trying to do some experiments on trying to make Bullets remain effective for the whole game, as well as a few other tweaks to alter combat balance, and I decided that, aside from adding more tiers of bullets, removing enemy armor, and increasing health might have an interesting effect. However...
- Thu Dec 04, 2014 12:15 pm
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 21020
Re: Overproduction of sulfur
My understanding is that inserters add enough resources for two recipes. If there are items sitting in the output slot, then they count against that, and won't let the inserters add any more raw materials. Liquids however, do not have this restriction, so will constantly flow in so long as it is ava...
- Sun Nov 30, 2014 10:51 pm
- Forum: General discussion
- Topic: Vehicles and Powered Armor.
- Replies: 7
- Views: 11952
Re: Vehicles and Powered Armor.
True enough. Still an interesting discovery however.
- Sat Nov 29, 2014 1:53 am
- Forum: Gameplay Help
- Topic: Power Problems
- Replies: 6
- Views: 3218
Re: Power Problems
I recommend Accumulators. They will provide a power buffer. When laser turrets fire, they will drain significantly, but it won't cause your entire base to brown-out.
- Sat Nov 29, 2014 1:51 am
- Forum: General discussion
- Topic: What's you first blue science tech?
- Replies: 11
- Views: 4108
Re: What's you first blue science tech?
Advanced Oil Processing. Oil management is a pain without it. Probably could get away with something else If I set up two or more chemical factories making fuel cubes to start with however. And that would help with power... Hmm...
- Sat Nov 29, 2014 1:45 am
- Forum: Balancing
- Topic: Inserters shouldn't take fuel from locomotives
- Replies: 38
- Views: 28915
Re: Inserters shouldn't take fuel from locomotives
This would be helpful. For now, you can use smart Inserters, and set them all to extract the four ore types. Make sure you use the Copy-settings to save time.
- Sat Nov 29, 2014 1:42 am
- Forum: Balancing
- Topic: The tank should be buffed
- Replies: 25
- Views: 20738
Re: The tank should be buffed
Also, If you have powered armor, you can install lasers in your armor, and it will shoot out of the tank as well. So you can have something like the best of both worlds.
- Sat Nov 29, 2014 1:41 am
- Forum: General discussion
- Topic: Vehicles and Powered Armor.
- Replies: 7
- Views: 11952
Vehicles and Powered Armor.
Today, I came up with the idea of using Night vision in a Tank, so as to make fighting at night easier. It works perfectly. In a multiplayer game, I have my friend kiting the biters and spitters away with Powered armor+speed and shield, so as to let me, with a Tank, get close enough to tear the less...
- Fri Nov 28, 2014 2:26 am
- Forum: Ideas and Suggestions
- Topic: Controlled Movement Hotkeys
- Replies: 2
- Views: 6278
Controlled Movement Hotkeys
Suggest hotkey to cause you to automatically move at the correct speed to counteract Transport belt motion. Either held, or preferably a toggle. Since some people (like me) make transport belt highways for transport, being able to turn it on and off at will would be helpful. Additionally, a hotkey t...
- Fri Nov 28, 2014 2:11 am
- Forum: Ideas and Suggestions
- Topic: Crafting Queue: Craft to Top of Queue; send to Front, Recalculate
- Replies: 7
- Views: 5952
Crafting Queue: Craft to Top of Queue; send to Front, Recalculate
Suggest a hotkey that lets you send a queued crafting action to the front of the queue. If anything is a prequeuesit, send that to the front of the queue as well.
Suggest a hotkey that recalulates your queue, removing any component crafting that you already have in the inventory.
Suggest a hotkey that recalulates your queue, removing any component crafting that you already have in the inventory.
- Fri Nov 28, 2014 12:46 am
- Forum: Implemented Suggestions
- Topic: Ping Tool, and Player Indicators
- Replies: 3
- Views: 1403
Ping Tool, and Player Indicators
Suggest ability, both/either in the main view, minimap, or full map, to ping a location, making it show up somewhat flash-ily to all players. Similar to RTS games like Warcraft 3 or Starcraft 2. This would allow better coordinations. Additionally, I would like players (and vehicles they are in) to h...
- Thu Nov 27, 2014 3:06 am
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39084
Chemical Planet Input/output manual setup
Suggest the ability to set which inputs and outputs correspond to liquids. This would make mirrored setups easier, as well as add more flexibility on setups.