Search found 40 matches

by Betep3akata
Sun Feb 26, 2017 2:50 am
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 15267

Re: [MOD 0.14] Will-o'-the-wisps

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 ...
by Betep3akata
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 ...
by Betep3akata
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! :mrgreen:

Thanks for interesting post,
Alex
by Betep3akata
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 ...
by Betep3akata
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 ...
by Betep3akata
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.
by Betep3akata
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 ...
by Betep3akata
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 ...
by Betep3akata
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 :| .
by Betep3akata
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 ...
by Betep3akata
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 ...
by Betep3akata
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 ...
by Betep3akata
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 ...
by Betep3akata
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 ...
by Betep3akata
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 :)
by Betep3akata
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 ...
by Betep3akata
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 :geek:

P.S.: tested on http://files.luaforge.net/releases/luaf ... s/5.1.4-35 (for windows) where luasocket already included.
by Betep3akata
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
...
by Betep3akata
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 ...
by Betep3akata
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 ...

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