About the dense forests, you can change the const.FOREST_MIN_DENSITY = 200 value in lib/consts.lua to 250-300 or more per chunk.
Proposals which I going to implement:
1. Set the aggression period for 3 minutes because standard night lasts only 42-125 secs :)
2. Check and update the way of exposing ...
Search found 40 matches
- Sun Feb 26, 2017 2:50 am
- Forum: Mods
- Topic: [MOD 0.15] Will-o'-the-wisps
- Replies: 25
- Views: 15267
- Sat Feb 25, 2017 8:14 pm
- Forum: Modding discussion
- Topic: [Short article] Can X-Ypoint be described by only one coord?
- Replies: 12
- Views: 9434
[Short article] Can X-Ypoint be described by only one coord?
Can every point on a surface be described by only one coordinate? - Yes!
One day I wondered how to prevent the simultaneous and redundant tasks on a single point (or tile) on the map. The short answer is the sets and the caching.
Sets in the Lua looks, for example, like:
cached = { [ID1 ...
One day I wondered how to prevent the simultaneous and redundant tasks on a single point (or tile) on the map. The short answer is the sets and the caching.
Sets in the Lua looks, for example, like:
cached = { [ID1 ...
- Sat Feb 25, 2017 12:17 am
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 71460
Re: Friday Facts #179 - New resource graphics & concrete
Hi, V453000,
Why this uranium so toxic green? I see emeralds here.
And just an idea about the blue/purple glow around the large uranium patches: https://en.wikipedia.org/wiki/Cherenkov_radiation.
Not green glow, I'm begging!
Thanks for interesting post,
Alex
Why this uranium so toxic green? I see emeralds here.
And just an idea about the blue/purple glow around the large uranium patches: https://en.wikipedia.org/wiki/Cherenkov_radiation.
Not green glow, I'm begging!
Thanks for interesting post,
Alex
- Fri Feb 24, 2017 4:06 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 405602
Re: [MOD 0.14] Orbital Ion Cannon 1.4.5
Hi, Supercheese,
Thanks for the C&C style late-game and swarms of the EMP aliens!
Could you please check the when_ion_cannon_fired event?
I tried to use it in the scorchedEarth mod through the remote interface and faced a number of problems:
1. The event fires not on the ion beam blast but on ...
Thanks for the C&C style late-game and swarms of the EMP aliens!
Could you please check the when_ion_cannon_fired event?
I tried to use it in the scorchedEarth mod through the remote interface and faced a number of problems:
1. The event fires not on the ion beam blast but on ...
- Thu Feb 23, 2017 3:17 pm
- Forum: Mods
- Topic: [MOD 0.15] Will-o'-the-wisps
- Replies: 25
- Views: 15267
Re: [MOD 0.14] Will-o'-the-wisps
Hi, richerds1234,
1. Yes, this was the tech tree related issue. I will fix that in the next release.
2. It is possible to trigger the counterattacking behavior by the incoming damage but in terms of performance is much better to trigger it by death only.
3. I often see the wisps that were spawned by ...
1. Yes, this was the tech tree related issue. I will fix that in the next release.
2. It is possible to trigger the counterattacking behavior by the incoming damage but in terms of performance is much better to trigger it by death only.
3. I often see the wisps that were spawned by ...
- Thu Feb 23, 2017 2:40 pm
- Forum: Implemented mod requests
- Topic: [Request] "Prototype/Unit" .light
- Replies: 4
- Views: 2794
Re: [Request] "Prototype/Unit" .light
I tried to use other entities with light but the problem is to change the position of light source smoothly.
- Wed Feb 22, 2017 11:24 pm
- Forum: Implemented mod requests
- Topic: [Request] "Prototype/Unit" .light
- Replies: 4
- Views: 2794
[Request] "Prototype/Unit" .light
The will-o'-the-wisps mod touches upon the topic of flying and glowing enemies. An ugly and performance heavy workaround is used to implement the glow of units: creating explosions on the onTick events.
Is it possible to add the optional feature of glow into the prototype of units?
P.S.: This ...
Is it possible to add the optional feature of glow into the prototype of units?
P.S.: This ...
- Tue Feb 21, 2017 11:54 am
- Forum: Mods
- Topic: [MOD 0.15] Will-o'-the-wisps
- Replies: 25
- Views: 15267
Re: [MOD 0.14] Will-o'-the-wisps
Hello,
1. No, they do not run away intentionally. Yes, they will die if they stay at UV.
It's a good idea to wisps to escape from the light source. But isn't implemented yet and performance impact of it may be too heavy. The multiple UV lamps may create problems in determining the direction of ...
1. No, they do not run away intentionally. Yes, they will die if they stay at UV.
It's a good idea to wisps to escape from the light source. But isn't implemented yet and performance impact of it may be too heavy. The multiple UV lamps may create problems in determining the direction of ...
- Mon Feb 20, 2017 8:20 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 461641
Re: [MOD 0.13.17] Rampant - 0.14.9
Thanks, Veden, daniel34,
I have already removed this local reference for safety from the desync magic. And now I thoughtfully look at the local variables outside functions
.
I have already removed this local reference for safety from the desync magic. And now I thoughtfully look at the local variables outside functions
- Mon Feb 20, 2017 12:22 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 461641
Re: [MOD 0.13.17] Rampant - 0.14.9
Thanks! Very valuable remark!
I naively believed that math.random (without generator init) will produce values by a deterministic way for all hosts.
What do you think will be better and safer? Will the SomeCustomDetermeisticRandom(game.tick) an appropriate solution? Or even math.randomseed(game ...
I naively believed that math.random (without generator init) will produce values by a deterministic way for all hosts.
What do you think will be better and safer? Will the SomeCustomDetermeisticRandom(game.tick) an appropriate solution? Or even math.randomseed(game ...
- Sun Feb 19, 2017 8:20 am
- Forum: Mods
- Topic: [MOD 0.15] Will-o'-the-wisps
- Replies: 25
- Views: 15267
[MOD 0.15] Will-o'-the-wisps
Info
Name: Will-o'-the-wisps
Category: enemies
Download-Url: https://mods.factorio.com/mods/Betep3akata/Will-o-the-wisps
Factorio Version: 0.14.7+
Tested with versioon: 0.14.21
License: CC BY-NC-SA
Author: Betep3akata = Wind of Sunset
Short description:
This mod adds will-o'-the-wisps which ...
Name: Will-o'-the-wisps
Category: enemies
Download-Url: https://mods.factorio.com/mods/Betep3akata/Will-o-the-wisps
Factorio Version: 0.14.7+
Tested with versioon: 0.14.21
License: CC BY-NC-SA
Author: Betep3akata = Wind of Sunset
Short description:
This mod adds will-o'-the-wisps which ...
- Sun Feb 19, 2017 4:03 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 461641
Re: [MOD 0.13.17] Rampant - 0.14.9
Hi, Veden!
Thanks for your awesome work on the field of making Factorio not only a production and an automatization challenge but also a survival.
What about a new force on the AI control? :idea:
For aimed diversions for example.
https://mods.factorio.com/mods/Betep3akata/Will-o-the-wisps
I can ...
Thanks for your awesome work on the field of making Factorio not only a production and an automatization challenge but also a survival.
What about a new force on the AI control? :idea:
For aimed diversions for example.
https://mods.factorio.com/mods/Betep3akata/Will-o-the-wisps
I can ...
- Sun Feb 12, 2017 1:00 pm
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 23989
Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension
Heh, aai is conflicting with everything:) If I correctly understood the question, the AAI has not been updated since the beginning of the game session.
I am trying to reproduce that situation without mods now. Maybe the water-fix mod is guilty...because it happens first at a distance of less than ...
I am trying to reproduce that situation without mods now. Maybe the water-fix mod is guilty...because it happens first at a distance of less than ...
- Sat Feb 11, 2017 10:36 pm
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 23989
Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension
Hi, Adil,
it's me again :)
I am just landed my aircraft near water. After that each time I am trying to get out of the aircraft I get an error (this happens also after reload and/or relocation of the aircraft). I managed to get out via the following fix, but I think that something is broken after ...
it's me again :)
I am just landed my aircraft near water. After that each time I am trying to get out of the aircraft I get an error (this happens also after reload and/or relocation of the aircraft). I managed to get out via the following fix, but I think that something is broken after ...
- Mon Feb 06, 2017 4:42 pm
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 23989
Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension
Ups! Sorry for your time. My mistake 
- Sun Feb 05, 2017 11:55 am
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 23989
Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension
Hi, Adil,
thanks for the recent fix!
I experienced an issue (crash) with TombStone mod - there is no place for tombstone after splashing down.
What about some simplification of crash above water? Suggestion: just teleport player with reduced amount of health to the nearest by iteration tile of ...
thanks for the recent fix!
I experienced an issue (crash) with TombStone mod - there is no place for tombstone after splashing down.
What about some simplification of crash above water? Suggestion: just teleport player with reduced amount of health to the nearest by iteration tile of ...
- Tue Jan 31, 2017 11:27 pm
- Forum: Development tools
- Topic: Milliseconds time profiler for mods
- Replies: 2
- Views: 4914
Re: Milliseconds time profiler for mods
Thanks fo this magic tool
P.S.: tested on http://files.luaforge.net/releases/luaf ... s/5.1.4-35 (for windows) where luasocket already included.
P.S.: tested on http://files.luaforge.net/releases/luaf ... s/5.1.4-35 (for windows) where luasocket already included.
- Fri Jan 27, 2017 1:38 pm
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 23989
Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension
Hi, Adil,
Could you please revisit the On_Init event handler?
I have an error (attached) during loading an existing save.
Thanks for this very useful mod! The current "VToL" plane concept is overpowered for many reasons. Lets nerf planes!:)
Factorio 0.14.21
Liftoff_0.1.6
Aircraft_1.1.4
...
Could you please revisit the On_Init event handler?
I have an error (attached) during loading an existing save.
Thanks for this very useful mod! The current "VToL" plane concept is overpowered for many reasons. Lets nerf planes!:)
Factorio 0.14.21
Liftoff_0.1.6
Aircraft_1.1.4
...
- Mon Jan 23, 2017 1:04 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 94533
Re: [0.13][0.14] Building Platform v1.0.4
Hi, Neemys,
Thanks for the fast and detailed answer.
P.S.: English is not my native language. Sorry if I express my thoughts in the manner which is not polite enough.
P.P.S.: I am interested enough in the modding background of Factorio and especially in the game mechanics that make survival more ...
Thanks for the fast and detailed answer.
P.S.: English is not my native language. Sorry if I express my thoughts in the manner which is not polite enough.
P.P.S.: I am interested enough in the modding background of Factorio and especially in the game mechanics that make survival more ...
- Sat Jan 21, 2017 4:35 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 94533
Re: [0.13][0.14] Building Platform v1.0.4
Hi!
There is two or more incompatibilities with GotLag's Reactors mod:
1. The circuit interface (sub-entity of the reactor building) likely masked by building platform (you cannot select it) and does not accept wires.
2. The reactor building can be placed on the platform of concrete without the ...
There is two or more incompatibilities with GotLag's Reactors mod:
1. The circuit interface (sub-entity of the reactor building) likely masked by building platform (you cannot select it) and does not accept wires.
2. The reactor building can be placed on the platform of concrete without the ...