Search found 945 matches

by Adil
Sat Jan 03, 2015 6:34 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172501

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Hello. Firstly, really awesome mod here you've made. Secondly, it'd be nice if these were somewhere in the op. Why doesn't anybody post anything about the new experimentals? :( 1 First obtain the combat robotic recipes through research. 2 Next Construct a combat robotics port, and some combat robots...
by Adil
Sat Jan 03, 2015 1:55 pm
Forum: Balancing
Topic: The tank should be buffed
Replies: 25
Views: 20768

Re: The tank should be buffed

Well, quite alot of good ideas has been said here already. I just want to add, that to me tank's ride-over capability seems quite low. It stalls too easily. I believe it should be able to deal damage to obstacle in front even from a complete stop, i.e. damage by sheer thrusting power of engine rathe...
by Adil
Sat Jan 03, 2015 12:36 pm
Forum: General discussion
Topic: Do you sometimes get annoyed at train stop names?
Replies: 11
Views: 4998

Re: Do you sometimes get annoyed at train stop names?

I don't know, I'm kind of used to them, so I after renaming became a thing I've never used it, because it doesn't just feel the same without all those chris hansens and holyfires. Some of nicknames could be more readable though. Even if names didn't affect anything, the game would probably still det...
by Adil
Sat Jan 03, 2015 1:18 am
Forum: News
Topic: Friday Facts #67 - Happy new year
Replies: 33
Views: 29507

Re: Friday Facts #67 - Happy new year

Should they? You can rebuild one of the poles in question so that they reconnect.
And this feature allows creation of independent power networks without diving into console.

p.s. Yay! Optimisations!
by Adil
Mon Dec 29, 2014 3:50 pm
Forum: General discussion
Topic: On biter difficulty
Replies: 9
Views: 4233

Re: On biter difficulty

Well, the factory-environment (as in 'player-biters') interaction is horrifyingly underdeveloped at all settings. Cranking it all the way up simply highlights the problem.
by Adil
Fri Dec 26, 2014 6:19 pm
Forum: General discussion
Topic: The Map Generator hates your guts, or dude where is my coal?
Replies: 21
Views: 23482

Re: The Map Generator hates your guts, or dude where is my c

roman566 wrote:Biters didn't even attack when I placed Rocket Defense...
Did they ever do that? I've stopped trying to build the rocket defense when realized that it doesn't bring the ultimate challenge onto your factory.
by Adil
Sat Dec 06, 2014 10:51 pm
Forum: General discussion
Topic: Completing Rocket Defense in X games?
Replies: 17
Views: 5812

Re: Completing Rocket Defense in X games?

Dammit. I've read the question as "how many times did you build rocket defense" as in "how many times did you bother"/ :?
by Adil
Tue Oct 14, 2014 10:12 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 77590

Re: [MOD 0.10.2] Automatic Rail Laying Machine

Here's mine: https://www.dropbox.com/s/snbuu6tt2kipl3k/control.lua?dl=0 Note that apart from the directionality fixes, I made one other change: I increased the range in which trees get removed slightly. And this still has the problems with breaking existing diagonal tracks, I haven't been able to f...
by Adil
Fri Oct 10, 2014 9:04 pm
Forum: News
Topic: Friday Facts #55 - MP Preview
Replies: 36
Views: 27883

Re: Friday Facts #55 - MP Preview

Opinion: new running animation looks unnatural. Without bouncing or significant shoulder movements the torso looks disconnected from legs.

Also, 10:46. You cheaters! :)
by Adil
Tue Sep 23, 2014 4:57 pm
Forum: Won't implement
Topic: game.player.cursorposition should be relative
Replies: 4
Views: 5130

Re: game.player.cursorposition should be relative

do these help? screen2realposition Translate screen coordinates (position relative to the left top edge of the window) to the map coordinates (what is the map position of the place under the cursor). real2screenposition Translate map coordinates to screen coordinates. Well, those definitely could b...
by Adil
Sun Sep 21, 2014 5:21 pm
Forum: Won't implement
Topic: game.player.cursorposition should be relative
Replies: 4
Views: 5130

game.player.cursorposition should be relative

Currently this field stores absolute value that depends on the game window size, which seems impossible to determine.
It'd be more useful if we could obtain the cursor position in screen units (e.g. cursor.x/window_width). Maybe even with character being reference point.
by Adil
Thu Sep 11, 2014 7:34 pm
Forum: Modding help
Topic: Noob question - graphics modding
Replies: 5
Views: 2401

Re: Noob question - graphics modding

For-home-use-only graphic mod can be done by simply editing standard pictures or replacing them with new ones, provided the new animation steps\orientations fragments have the same position inside the picture. If you want to do things properly, you make mod and in it's "prototypes" folder ...
by Adil
Tue Sep 09, 2014 10:25 pm
Forum: Modding help
Topic: Container AND rotatable?
Replies: 4
Views: 2017

Re: Container AND rotatable?

Regarding vector_to_place_result that is actually a miner entity property. I think I added it to try and get the alt key overlay to show an arrow but it didn't work. Well, classes are hardcoded, that property will only work on mines. As for the type, I'd try the inserter anyway. I haven't had a loo...
by Adil
Tue Sep 09, 2014 7:34 pm
Forum: Modding help
Topic: Container AND rotatable?
Replies: 4
Views: 2017

Re: Container AND rotatable?

Unfortunately.
https://forums.factorio.com/wiki/inde ... #rotatable
Entities that are not rotatable naturally (like chest or furnace) can't be set to be rotatable.
Also, what's "vector_to_place_result"? It's not present on anything in vanilla.
by Adil
Tue Sep 09, 2014 2:44 pm
Forum: Maps and Scenarios
Topic: TheCity - Fct story-based Scenario
Replies: 19
Views: 25497

Re: TheCity - Fct story-based Scenario

I've finished the level. Fun facts: -you can steal the ammo from enemy gun turrets while they're shooting at you; -northern automatic laboratories will research stuff for you; -fuel in trains in automatic factory will last roughly for an hour then everything will shut down; -there's no fish in the w...
by Adil
Mon Sep 08, 2014 9:30 pm
Forum: Maps and Scenarios
Topic: TheCity - Fct story-based Scenario
Replies: 19
Views: 25497

Re: TheCity - Fct story-based Scenario

Hey there, I've solved the performance problem. The cause is described in you bug report thread. To fix it you can either put this into game.oninit(function() block of code local orient; local pos for i,e in ipairs(game.findentities{{-500, -500},{0, 0}}) do if e.type=='car' then orient=e.orientation...
by Adil
Mon Sep 08, 2014 9:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.8]Editor made Map - Few FPS cause of to much entities?
Replies: 4
Views: 3943

Re: [0.10.8]Editor made Map - Few FPS cause of to much entit

Kithoras is talking about this map [https://forums.factorio.com/forum/viewtopic.php?f=7&t=5492] The lag was present during the play, not in editor. Render was performing well. Problem was caused by cars he placed. (In {50 -290} for ex.) Probably something with how those red sub-chunks from very-...
by Adil
Thu Sep 04, 2014 8:54 pm
Forum: General discussion
Topic: Factorio ripoff
Replies: 22
Views: 11659

Re: Factorio ripoff

Factorio isn't some obscure idea anymore. It'd be difficult to claim precedence over it. Also, I'd say that it's "inspired" by more than just factorio. There's also space engineers heritage can be discerned. And guy also threatens to add colony-building elements in the game (you guess whos...
by Adil
Sat Aug 23, 2014 10:13 am
Forum: General discussion
Topic: Dumbest way to take out a spawner
Replies: 11
Views: 5463

Re: Dumbest way to take out a spawner

works awesome with a combat shotgun a armor full with +speed .. idk why you need capsules in the first place just run in there, blast through -> keep runnin -> hit it again <-- repeat till the whole base is empthy / ammo is gone -> run to laz0rguncity :D capsules are way to expensive for any real u...
by Adil
Sat Aug 23, 2014 9:48 am
Forum: News
Topic: Friday Facts #48 Long term thinking
Replies: 25
Views: 27400

Re: Friday Facts #48 Long term thinking

The north-east oriented tanks seem to have their guns absent.
Also, nice to see people with passion for good programming.

p.s. the fancy track shape of the top variant seems to fit into the general art-style the most, I think.

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