Search found 400 matches

by ownlyme
Wed May 09, 2018 3:26 am
Forum: Modding interface requests
Topic: api call to get power drawed from electric network
Replies: 3
Views: 985

api call to get power drawed from electric network

Hi, I'm working on an electric interface for my turret energy shields and I want them to loose their energy more quickly, when there is no energy available on the network. It seems like there is no api to see how much energy the entity actually drains. When I use is_connected_to_electric_network(), ...
by ownlyme
Sun Apr 29, 2018 5:52 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 14802

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

feels like you are keeping all those cool features from us...
release 0.17 already
by ownlyme
Thu Apr 26, 2018 3:43 pm
Forum: Modding interface requests
Topic: animations start at random frame &animation render layer bug
Replies: 7
Views: 1469

Re: animations start at random frame &animation render layer bug

The smoke-with-trigger prototype is what i was looking for
thank you everyone!

I think there should be a property to make animations play properly though.

And the prototypes should be documented better, they are the hardest part about modding.
by ownlyme
Wed Apr 25, 2018 10:34 pm
Forum: Modding interface requests
Topic: animations start at random frame &animation render layer bug
Replies: 7
Views: 1469

Re: Fog animation starts at random frame

i already tried the type "simple-entity", it also starts the animation at a random frame. the "random_animation_offset = false" flag you used has no effect on any of the prototypes, i couldn't find it anywhere in the game's vanilla entities either, where did you get this from? it...
by ownlyme
Wed Apr 25, 2018 10:19 pm
Forum: Modding interface requests
Topic: animations start at random frame &animation render layer bug
Replies: 7
Views: 1469

animations start at random frame &animation render layer bug

When using the trivial-smoke prototype for, lets say an energy shield with an animation, the animation starts playing at a random frame so it won't make a perfect loop.
I tried using a dummy with the unit-spawner prototype, but I can't get the render layer higher than the turret-gun with that one.
by ownlyme
Mon Apr 16, 2018 10:11 pm
Forum: Modding discussion
Topic: Wave defense in freeplay
Replies: 1
Views: 632

Wave defense in freeplay

Hi, I made some enhancements for the wave defense scenario (mod called wave defense unlimited) and now I'm adding the wave defense mode to freeplay, but there are a few things I can't really find good solutions for. 1. You might know there is a "satellite round", where biters spawn continu...
by ownlyme
Sat Apr 07, 2018 5:05 pm
Forum: Logistic Train Network
Topic: incompatible with personal teleporter mod and others
Replies: 2
Views: 844

incompatible with personal teleporter mod and others

in control.lua, line 764, in the function script.on_event(defines.events.on_entity_renamed, you wrote: if event.entity.type == "train-stop" then... which causes issues with other mods, especially the "personal teleporter" mod. for that mod, it would be enough to change the line t...
by ownlyme
Thu Apr 05, 2018 10:10 pm
Forum: Mods
Topic: [MOD 0.14.x] Personal Teleporter
Replies: 87
Views: 38868

Re: [MOD 0.14.x] Personal Teleporter

It seems to be incompatible with logistic train network...
by ownlyme
Sat Mar 31, 2018 8:58 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 150607

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

why is the unstack stone-bricks recipe in the logistics category?
by ownlyme
Sun Mar 18, 2018 12:32 pm
Forum: Mods
Topic: [MOD 0.18] RITEG
Replies: 34
Views: 11263

Re: [MOD 0.16] RITEG

okay so ritegs don't loose power when attacked looks good though i still think its too expensive except maybe when you use it for outposts that are in danger of loosing their power because creeps destroy your power poles... or other special use cases i made mine cost 60 u238.. but it's your choice. ...
by ownlyme
Thu Mar 15, 2018 10:35 pm
Forum: Mods
Topic: [MOD 0.18] RITEG
Replies: 34
Views: 11263

Re: [MOD 0.16] RITEG

i don't know why 150x66.5 equals 597 kW but that's the number i found out by trial and error.
when you place the thing, it looses it's first health point after ~10 seconds.

edit: 10000 is the energy produced per tick
with that in mind, 66.66666... or 200/3 should be the most exact value.
by ownlyme
Thu Mar 15, 2018 9:12 pm
Forum: Mods
Topic: [MOD 0.18] RITEG
Replies: 34
Views: 11263

Re: [MOD 0.16] RITEG

i made a version for myself that stores the remaining energy in the health, in a pretty simple way.
https://www.dropbox.com/s/og3e48oy7qbx9 ... .lua?raw=1
lines 98-103
of course i also added the flag "not-repairable" to the entity prototype
by ownlyme
Wed Mar 14, 2018 11:03 pm
Forum: Mods
Topic: [MOD 0.18] RITEG
Replies: 34
Views: 11263

Re: [MOD 0.16] RITEG

Ah now i see that it works :) was expecting a higher output though. Do you already have an idea to prevent people from picking them up and placing them again? Maybe you could make them unrepairable and loose health? One more thing: in reality, those things use Pu-238, so maybe it would be nice if yo...
by ownlyme
Tue Mar 13, 2018 10:48 pm
Forum: Mods
Topic: [MOD 0.18] RITEG
Replies: 34
Views: 11263

Re: [MOD 0.16] RITEG

I don't think it works. It constantly generates 600 kW...
by ownlyme
Sat Mar 10, 2018 1:53 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 66533

Re: Friday Facts #228 - High resolution turrets

i hope the beams will be bright at night, unlike that mod
by ownlyme
Fri Mar 09, 2018 12:57 am
Forum: Technical Help
Topic: 7-10 ticks latency on lan
Replies: 0
Views: 776

7-10 ticks latency on lan

i already set minimum-latency-in-multiplayer=2 on both computers but it doesn't help it's impossible to drive a car like this... running factorio 0.16.28 server browser shows 0 ms latency, using wired connections. computer performance is not an issue either... on a new map without mods it sometimes ...
by ownlyme
Sat Jan 20, 2018 7:16 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 79274

Re: [MOD 0.16] Realistic Reactors

And this is the fallout cloud code if you're using the mushroom cloud mod fallout_cloud = { type = "smoke-with-trigger", name = "fallout-cloud", flags = {"not-on-map"}, show_when_smoke_off = true, animation = { filename = "__base__/graphics/entity/cloud/cloud-45-fr...
by ownlyme
Sun Jan 14, 2018 11:29 pm
Forum: Won't implement
Topic: [0.13.x +] Mod API: Add KeyUp Event
Replies: 4
Views: 1477

Re: [0.13.x +] Mod API: Add KeyUp Event

This is a great idea.
It would add support for various controlling assists
- PavementDriveAssist could accelerate cars again when passing a speedlimit derestriction sign.
- I could make a mod that lets you control vehicles like the player character
and probably many more.
by ownlyme
Thu Dec 21, 2017 7:10 pm
Forum: Ideas and Suggestions
Topic: circuit logic suggestions
Replies: 6
Views: 1674

Re: circuit logic suggestions

- add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators can you describe an example, what you missing? optimal would be if you can place a computer or processor that you can put combinators into and configure and wire it up, so you have ...
by ownlyme
Thu Dec 21, 2017 8:20 am
Forum: Ideas and Suggestions
Topic: circuit logic suggestions
Replies: 6
Views: 1674

circuit logic suggestions

sorted by priority: - add more wire colors - add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators - add combinator lights with at least 2 logics - add "any color" to the any signals - make this mod obsolete: https://mods.factor...

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