Search found 512 matches
- Sat Aug 24, 2019 7:59 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111927
Re: Friday Facts #309 - Controversial opinions
Actually, I'm in the minority who thinks that bots don't deserve a nerf, but a buff. I don't like the fact that as you research bot speed upgrades, your roboport infrastructure becomes more and more insufficient. I think logistic bots are fine, but construction bots need a "nerf". There's...
- Fri Aug 23, 2019 3:07 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111927
Re: Friday Facts #309 - Controversial opinions
Re Robots taking up space: Roboports have limited inventory but I think this design space is largely unexplored. Their inventory is far too large. I've made this comment before, but I like how Bobs Logistics breaks up the omni-roboports into multiple structures. Antennas for coverage, charging stati...
- Fri Aug 23, 2019 1:47 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111927
Re: Friday Facts #309 - Controversial opinions
Contrary to Twinsen's love of tight and precise mechanics, I love things more loose and variable. The beauty of game and design is working around imperfections and to some extent building redundancy or overbuilding to smooth over these troubles. The people that build those complex tables for inserte...
- Fri Aug 09, 2019 2:19 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358481
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
This looks beautiful. Keeping an eye on it!
- Fri Jul 05, 2019 10:10 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18026
Re: Friday Facts #302 - The multiplayer megapacket
Why does the game state need to know what entity the player has selected anyhow? If the player executes an action, pass that action to the server rather than passing the player.selected property. This seems like an unnecessary linkage between view and controller of model/view/controller design. I w...
- Fri Jul 05, 2019 1:29 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18026
Re: Friday Facts #302 - The multiplayer megapacket
Why does the game state need to know what entity the player has selected anyhow? If the player executes an action, pass that action to the server rather than passing the player.selected property. This seems like an unnecessary linkage between view and controller of model/view/controller design.
- Fri May 03, 2019 12:31 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal: Unknown error
- Replies: 1
- Views: 1114
Mod Portal: Unknown error
Trying to update my mod. This error isn't particularly helpful. I haven't had problems updating mods in the past and this mod loads just fine in Factorio.
Attached is the updated mod file.
Attached is the updated mod file.
- Sat Mar 30, 2019 12:35 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 27728
Re: Friday Facts #288 - New remnants, More bugs
Very interesting FFF about remnants. However you need to do something about it while not having unlocked bots yet. I once had an attack by bitters which destroyed lots of my stuff and at the end I couldn't see the damage because of the bitters bodies and of course WHAT building they destroyed since...
- Fri Mar 29, 2019 3:37 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 27728
Re: Friday Facts #288 - New remnants, More bugs
Regarding remnants, how about making them as components and/or particles? Components can be rendered at different Y coords for better blending. Even better if these particles could interact with the world: Send debris flying everywhere. If a unit walks through the debris lying on the ground, these p...
- Thu Feb 28, 2019 9:53 pm
- Forum: Not a bug
- Topic: [0.17.3] autoplace_specification attributes missing
- Replies: 3
- Views: 804
[0.17.3] autoplace_specification attributes missing
Trying to read the ore_protype.autoplace_specification attributes ( https://lua-api.factorio.com/0.17.3/Concepts.html#AutoplaceSpecification ) at runtime doesn't work. Expected attributes like "placement_density" and "max_probability" are nil. Previously, my mods could access the...
- Thu Feb 28, 2019 9:32 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122599
Re: Mylon's Many Mods
I'd like to update dangOreus and it will work just fine under random mode. 0.17 removed ore.autoplace_settings.coverage which I used to spawn ores in quantities relative to how they appear in vanilla map gen settings. Having a giant 1/6 pie slice of uranium for example is not desirable! It should wo...
- Wed Feb 27, 2019 12:46 am
- Forum: Duplicates
- Topic: [0.17.1] Crashed due to Stack overflow error
- Replies: 1
- Views: 455
[0.17.1] Crashed due to Stack overflow error
To recreate, put a train on a small loop of track with two train stations. Set the train to start going between the two stations. Then change the name of one station to match the other. Here's what the log looks like: 38.350 Loading Level.dat: 25070589 bytes. 38.354 Info Scenario.cpp:147: Map versio...
- Tue Feb 12, 2019 4:18 pm
- Forum: Implemented mod requests
- Topic: Events: on_chart_tag_created, on_chart_tag_deleted
- Replies: 2
- Views: 1005
Re: Events: on_chart_tag_created, on_chart_tag_deleted
Many thanks, Boodals.
- Fri Jan 04, 2019 3:12 pm
- Forum: Implemented mod requests
- Topic: surface.total_pollution read
- Replies: 8
- Views: 2199
Re: surface.total_pollution read
It's pretty simple to do in lua: function getPollution() -- Iterate over all chunks and sum pollution. local pollution = 0 -- local surface = game.surfaces[1] for chunk in game.surfaces[1].get_chunks() do pollution = pollution + game.surfaces[1].get_pollution({chunk.x*32, chunk.y*32}) end return pol...
- Wed Nov 07, 2018 3:28 pm
- Forum: Not a bug
- Topic: [0.17] setting entity.health to 0 or less interrupts death check
- Replies: 1
- Views: 651
[0.17] setting entity.health to 0 or less interrupts death check
Using this code:
The player does not die as expected.
Tested using a build from 31st Oct 2018
Code: Select all
/c p = game.player p.surface.create_entity{name="acid-projectile-purple", target=p.character, position=p.character.position, speed=10} p.character.health=-20 end
Tested using a build from 31st Oct 2018
- Wed Nov 07, 2018 3:06 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122599
Re: Mylon's Many Mods
I could add a new technology that reduces the size of ores, but proportionally increases productivity so you get more net ore out of them. That would be the same as a mining speed increase. But it might be easier if you include Bob's Mining mod. I'll look into the not-dying thing. It appears to be a...
- Thu Nov 01, 2018 12:36 am
- Forum: Implemented mod requests
- Topic: surface.upgrade_area{}
- Replies: 0
- Views: 573
surface.upgrade_area{}
I'd like an upgrade_area{force=..., area=..., player=..., skip_fog_of_war=..., plan=...} method.
Plan can be a LuaItem of type upgrade planner, or a dictionary with key-value pairs of {["entity"]= "upgraded-entity"}
Plan can be a LuaItem of type upgrade planner, or a dictionary with key-value pairs of {["entity"]= "upgraded-entity"}
- Sun Oct 14, 2018 5:46 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122599
Re: Mylon's Many Mods
Sounds like you have dangOreus settled. I intended to make it easy to make it easier to add a finer grained perlin.MEASURED and with a recent refactor with version 1.5.0+ I should probably do that. The latest version also has some improvements to better tween the points within perlin.MEASURED. How d...
- Mon Oct 08, 2018 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Tanks(Cars) should keep their inventory when picked up...
- Replies: 6
- Views: 2028
- Mon Oct 08, 2018 8:59 pm
- Forum: Ideas and Suggestions
- Topic: Better Power Network Informations
- Replies: 6
- Views: 1947
Re: Better Power Network Informations
The peak usage data is there. It would be interesting if the graph could be moused-over to display that data point with a tooltip.