Search found 945 matches

by Adil
Wed Jan 14, 2015 12:16 am
Forum: General discussion
Topic: Superspeedrun
Replies: 8
Views: 13977

Re: Superspeedrun

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.
by Adil
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...
by Adil
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.
by Adil
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 ...
by Adil
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.
by Adil
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...
by Adil
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...
by Adil
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,...
by Adil
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.
by Adil
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...
by Adil
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.
by Adil
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.
by Adil
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...
by Adil
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...
by Adil
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:

Code: Select all

game.oninit(function()
     glob.bomber = 0
end)
is completely inaccessible through console and of what scope exactly it is then?
by Adil
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...
by Adil
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...
by Adil
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

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.
Wow. Something like this should probably go into the game tips already.
by Adil
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...

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