Well, you can always type:
game.setgamestate{gamefinished=true, playerwon=true}
But I think xecutor suggests something else. He talks about situation where you don't have to put up temporary facilities, you can go with your best layout from the start.
Search found 945 matches
- Wed Jan 14, 2015 12:16 am
- Forum: General discussion
- Topic: Superspeedrun
- Replies: 8
- Views: 13977
- Tue Jan 13, 2015 6:27 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 92949
Re: Bug Reports
Your glue turret crashes the game when attempts to fire. Apparently, "folded_animation" is not valid table to be referenced by "preparing_animation" and "folding_animation". edit: here's quick and dirty fixed file if someone needs a fix right away. Should be extracted i...
- Tue Jan 13, 2015 3:31 pm
- Forum: Mods
- Topic: [0.10.1+] Train focused factorio
- Replies: 3
- Views: 5497
Re: [0.10.1+] Train focused factorio
It still works on 11.10.
And will likely work for forthcoming versions unless devs decide to rename the fields in prototypes.
And will likely work for forthcoming versions unless devs decide to rename the fields in prototypes.
- Tue Jan 13, 2015 12:49 am
- Forum: Mods
- Topic: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
- Replies: 24
- Views: 28070
Re: [0.11.x](1.0.0) Dynamic Expansion (for the biters!)
So, I've used this on my save with evolution factor of 0.999... and it was amazing. Biters actually went on crusade against me and even managed to wear down few squads of mocombat robots, so supply train actually became useful. The edges of my territory kept blinking with combat reports. And then I ...
- Mon Jan 12, 2015 12:47 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Alternate endgame - Rocket defence survival
- Replies: 1
- Views: 1844
- Mon Jan 12, 2015 12:22 am
- Forum: Gameplay Help
- Topic: How to remove enemies via console?
- Replies: 27
- Views: 38804
Re: How to remove enemies via console?
There seems to be no way to change generation settings, so you'll probably have to run that script every once in a while.
- Sun Jan 11, 2015 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.10] Trying to make chunk at unreasonable position
- Replies: 1
- Views: 669
[0.11.10] Trying to make chunk at unreasonable position
I've made a mod that makes use of group creation and I get this error Notice Trying to make chunk at unreasonable position [262143, 262143] The mod simply creates unitgroups in the chunks where spawners are present and sends them to attack rocket defense. Here's the savegame, on which it is happenin...
- Sun Jan 11, 2015 9:20 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Judgement day_0.1.1 - harder ship landing
- Replies: 0
- Views: 4853
[MOD 0.11.x] Judgement day_0.1.1 - harder ship landing
A mod to make ship landing a bit more difficult. At least biters will go for your defense. However, there's not much I can do if you've cleared all aliens in the vicinity. Also, it turns out trees kill the fun. I can't make the landing longer, it seem's to be hardcoded. Should work with whatever oth...
- Fri Jan 09, 2015 7:57 pm
- Forum: Won't implement
- Topic: Event Requests
- Replies: 4
- Views: 6188
Re: Event Requests
It's been a while since tread has begun, but I guess the suggestion is still worth a thought. And I guess I'll just put suggestion for another couple of events here as well: onvehicleentered onvehicleexit these should rise when player enters/exits vehicle. Because game.onevent(defines.events.ontick,...
- Fri Jan 09, 2015 6:07 pm
- Forum: Won't implement
- Topic: label field for entities
- Replies: 0
- Views: 2275
label field for entities
Would be nice to have a text field similar to backername, which could be written by script.
This could be used to inform user that entity in question is given some special properties by script.
For example it help distinguishing cars with altered accelerationperenergymodifier.
This could be used to inform user that entity in question is given some special properties by script.
For example it help distinguishing cars with altered accelerationperenergymodifier.
- Fri Jan 09, 2015 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5934
Re: Robots should understand combat drops.
I doubt basic robots should get any better than they are, the already have too much magic in them considering what they are. Moving items in batches rather than one by one could be achieved by simply splitting request slider in two: 1. If number of items is below the limit defined by first one - sta...
- Fri Jan 09, 2015 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Military Robots
- Replies: 14
- Views: 6582
Re: Military Robots
I feel like this is worth mentioning here https://forums.factorio.com/forum/vie ... 490#p62490
Not very balanced and is limited by current game features but gets the job done for time being.
Not very balanced and is limited by current game features but gets the job done for time being.
- Fri Jan 09, 2015 1:55 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172472
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
It appears that you have mocombat_0.3.2.zip.zip instead of simply mocombat_0.3.2.zip
Change name to the latter.
Change name to the latter.
- Fri Jan 09, 2015 1:54 am
- Forum: Modding help
- Topic: Mod causes crash on loading
- Replies: 1
- Views: 958
Re: Mod causes crash on loading
hmm... Those are simple number alterations with all-vanilla items and no fancy tricks. If changing nil to 1 won't help here: 173 data.raw.gun["combat-shotgun"].attack_parameters.damage_modifier = nil I'd say it is valid reason to go pester devs in bugreports. There is also factorio-current...
- Fri Jan 09, 2015 1:37 am
- Forum: Modding help
- Topic: Assign ID
- Replies: 11
- Views: 7005
Re: Assign ID
In case it's still needed: In base car keyword "layers" is separated by two "{" from "direction_count" and in your code there seems to be only one. Which means that instead of being inside a table inside a table labeled "layers", your "direction_count&quo...
- Thu Jan 08, 2015 9:41 pm
- Forum: Modding help
- Topic: Accessing global values of the modg
- Replies: 1
- Views: 823
Accessing global values of the modg
So, why a variable created like this:
is completely inaccessible through console and of what scope exactly it is then?
Code: Select all
game.oninit(function()
glob.bomber = 0
end)
- Tue Jan 06, 2015 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 18895
Re: Large and Heavy items
Another type of production lines would be quite neat. Like currently we have assembly lines for stuff and the oil-industry which are significantly different in their patterns. Yes, it's application to the current gameplay (car,tank,train-making) will result in decreasing player on-the-spot capabilit...
- Tue Jan 06, 2015 1:10 pm
- Forum: Balancing
- Topic: The tank should be buffed
- Replies: 25
- Views: 20766
Re: The tank should be buffed
The point raised earlier regarding keeping a challenge in the game is critical. It's far too easy to make something like the tank into a single superpower that then saps all fun from the game. Considering how quickly tank gets eaten, the ability of moving around while being damaged would hardly mak...
- Mon Jan 05, 2015 4:17 pm
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 29505
Re: Friday Facts #67 - Happy new year
Wow. Something like this should probably go into the game tips already.immibis wrote: You can also shift-click a power pole to disconnect it from everything, and you can manually connect two poles using copper cable.
- Sun Jan 04, 2015 8:51 pm
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 20222
Re: Automatic mining bases expansion (or eliminating the nee
The problem just is, that it takes there ages to build that outpost, even if you have some wagons full of the needed stuff with you. I wonder what do you mean by outpost then. Character inventory is large enough to contain factory large enough to build a rocket defense. Also, isn't the remoteness o...