Search found 2124 matches

by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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) ...
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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.

Go to advanced search