Search found 945 matches
- 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...
- 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...
- 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...
- 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!
And this feature allows creation of independent power networks without diving into console.
p.s. Yay! Optimisations!
- 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.
- 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
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.roman566 wrote:Biters didn't even attack when I placed Rocket Defense...
- 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"/
- 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...
- 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!
Also, 10:46. You cheaters!
- 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...
- 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.
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.
- 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 ...
- 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...
- 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.
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.
- 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...
- 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...
- 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-...
- 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...
- 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...
- 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.
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.