So, it should be possible for a mod to mark loot for deconstruction on drop?
Which has some interesting prospects for multiplayer, but also automated biter farms...
Search found 114 matches
- Wed Nov 14, 2018 4:29 pm
- Forum: Implemented mod requests
- Topic: on_entity_died event should include dropped loot data somewhere in there
- Replies: 5
- Views: 1799
- Fri Nov 09, 2018 8:39 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 46983
Re: Friday Facts #268 - The modern Biter
...]How about giving them a really heart-breaking death sound, for example Puppy Crying SOUND EFFECT ? Or, instead of inducing mental breaks among players hearing unpleasant or sometimes even annoying sounds every time the Biters attack, how about giving the Biters both defensive and offensive soun...
- Fri Nov 02, 2018 4:10 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47554
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Love the new chat interactions, and can think of occasions for each one where they would have been useful The shift-clicking and map location features are amazing, and much needed for online play. But I'm afraid we also need an actual chat UI, and a few fatures. Like, player list, scrollable chat, s...
- Fri Nov 02, 2018 3:58 pm
- Forum: Modding discussion
- Topic: 0.17 spillage logic and LuaSurface.spill_item_stack
- Replies: 4
- Views: 1933
- Wed Oct 31, 2018 10:20 am
- Forum: Modding discussion
- Topic: 0.17 spillage logic and LuaSurface.spill_item_stack
- Replies: 4
- Views: 1933
0.17 spillage logic and LuaSurface.spill_item_stack
Quick question to devs. In FFF-256 The Little Things 3 -- https://www.factorio.com/blog/post/fff-256 -- it was revealed that the spill logic has been tweaked to avoid belts. What I'm wondering is if this change applies to LuaSurface.spill_item_stack?
- Mon Oct 29, 2018 7:40 pm
- Forum: Won't implement
- Topic: prototype for starting inventory
- Replies: 7
- Views: 2515
Re: prototype for starting inventory
Makes sense, thanks!
- Sun Oct 28, 2018 11:33 pm
- Forum: Won't implement
- Topic: prototype for starting inventory
- Replies: 7
- Views: 2515
Re: prototype for starting inventory
Making it a prototype property wouldn't bypass the inventory-changed highlight logic. The logic detects any inventory change and shows the player the slot changed - as intended. If you want to add things to the players starting inventory you do it just how the freeplay scenario works: on_player_cre...
- Fri Oct 26, 2018 6:20 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209929
- Fri Oct 26, 2018 3:48 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209929
Re: Friday Facts #266 - Cleanup of mechanics
All the changes look good to me!
Which of these changes are to the core game engine itself, and which are in the base mod only?
Edit: seems like too many of these changes aren't moddable back in. I think that is a waste of code you already got into a great state and a big problem for big mods.
Which of these changes are to the core game engine itself, and which are in the base mod only?
Edit: seems like too many of these changes aren't moddable back in. I think that is a waste of code you already got into a great state and a big problem for big mods.
- Fri Oct 26, 2018 10:59 am
- Forum: Won't implement
- Topic: prototype for starting inventory
- Replies: 7
- Views: 2515
prototype for starting inventory
Hello, Currently, I believe the only way to change the starting player's inventory is to handle the on_player_created event, and then use methods such as clear_items_inside() and insert() to modify it. At a basic level this works, but it appears the game or at least the UI will act upon the new equi...
- Sat Oct 20, 2018 11:18 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 54260
Re: Friday Facts #265 - Nomenclature & Steam networking
Steam networking - no thankyou. I play other games which use the steam network, and they can be a pain. I find that games with their own built-in network code are much more reliable. Factorio multiplayer works great for me as it is. I can host MP games without any portforwarding or firewall editing...
- Fri Oct 19, 2018 2:31 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 54260
Re: Friday Facts #265 - Nomenclature & Steam networking
More network options are great! I have a casual Factorio friend (they do exist!) who is on steam, I reckon I can convince them to try multiplayer with this
- Fri Oct 12, 2018 6:20 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 44383
Re: Friday Facts #264 - Texture streaming
What I haven't got my head around, is whether I should be using some non-default setting on a high end rig, or is that going to improve in 0.17 so I just wait? Right now I have gtx1080 + i7 7700K @1440p with GSync. Most games are smooth as butter out of the box, but Factorio tends to struggle when I...
- Sun Sep 30, 2018 1:21 am
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52287
Re: Compilatron's blurry face
Unless he cares what we think, i'm not sure the pixel display that is his face should be blurry. It stands out because the rest of the image is of such high quality. You realise that the reason the rest of the image is high quality is the same reason the plastic bits of a Commadore 64 aren't pixela...
- Sat Sep 29, 2018 7:35 am
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52287
Re: Friday Facts #262 - Hello my name is: Compilatron
I think that the sense of isolation in the NPE can be achieved with the right plot points anyway. Anybody who's experienced that the nearest thing to a friend in Portal 2 is a nervous robot called Wheatley, or walked with dogmeat in the barren and unfamiliar landscape of Fallout, will know the feeli...
- Fri Sep 28, 2018 8:29 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52287
Re: Friday Facts #262 - Hello my name is: Compilatron
Honestly the potential for a mascot/companion is quite large for a smaller game like factorio. And i know that the devs are creative and surprisingly cunning and I'm all for anything they decide, but i would like to see more of the little guy. And definitely need to 3D print him. Ill start working ...
- Fri Sep 28, 2018 7:37 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52287
Re: Friday Facts #262 - Hello my name is: Compilatron
... My main worry is that it will take away from the lonely castaway feeling of the game. And it's only a worry, a point of concern. I'm not saying that you shouldn't do it, just that you should consider this change by applying a few different lenses to how you view the game and possibly adjusting ...
- Fri Sep 28, 2018 5:10 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52287
Re: Friday Facts #262 - Hello my name is: Compilatron
Cute! This makes me want to go back and play the tutorial and campaign when it comes out
- Sat Sep 15, 2018 4:17 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 116119
Re: Friday Facts #260 - New fluid system
Nobody likes barrels. Sorry :oops: Objection! Interesting FFF! Great write up. We are still considering using different pipes for different shapes, which would allow two parallel separate pipes etc. Please do add this feature, flow control is a mod which adds these and it truly does improve fluid h...
- Fri Aug 24, 2018 11:15 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50150
Re: Friday Facts #257 - NPE/Campaign update
Can I suggest to call shallow water bogland or marsh? Then it makes more sense you can walk on it but not build on it. An intuitive idea is to have two types of landfill: Basic Landfill: makes water into bogland Permeable Landfill: fills in all water and bogland Basic Landfill would be cheaper than ...