@Pi-C
I saw you mention in one of the mods that you were working on a new version. Is it close to ready? Maybe I could take a look and see if I can figure out the Q issue.
Search found 187 matches
- Sat May 09, 2020 10:06 pm
- Forum: Modding help
- Topic: Building doesn't show up in blueprints or when pressing Q
- Replies: 3
- Views: 1198
- Mon May 04, 2020 7:37 am
- Forum: Modding help
- Topic: Building doesn't show up in blueprints or when pressing Q
- Replies: 3
- Views: 1198
Building doesn't show up in blueprints or when pressing Q
There's a mod I've been playing, Natural Evolution Buildings / Enemies, where one of the buildings doesn't show up in blueprints or when pressing Q over the building. Artifact collector, in case anyone is familiar with the mod. What could cause a building to have such issues? The original mod author...
- Sat May 02, 2020 8:23 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.18.22] Launched artillery at bugs which couldn't path, game slowed down significantly
- Replies: 3
- Views: 1680
Re: [0.18.22] Launched artillery at bugs which couldn't path, game slowed down significantly
Glad to help. Hopefully it's useful. I think the pathfinder is going a bit crazy at this exact moment, but there is also some actual attacks happening, which might be a confounding factor.
https://drive.google.com/file/d/1Acokhl ... sp=sharing
https://drive.google.com/file/d/1Acokhl ... sp=sharing
- Sat May 02, 2020 5:20 pm
- Forum: Not a bug
- Topic: [0.18.22] Performance hit for dropping objects when ground is cluttered
- Replies: 2
- Views: 968
[0.18.22] Performance hit for dropping objects when ground is cluttered
Another performance issue we found when playing the Natural Evolution mod is when large amounts of objects were placed on the ground. The mod brings back alien artifacts dropping when aliens die. When many artifacts drop on the ground at the same time, and there is no good location for them to drop,...
- Sat May 02, 2020 5:02 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.18.22] Launched artillery at bugs which couldn't path, game slowed down significantly
- Replies: 3
- Views: 1680
[Oxyd] [0.18.22] Launched artillery at bugs which couldn't path, game slowed down significantly
Playing multiplayer with the Natural Evolution mods, we built a landfill bridge across most of a large lake and used artillery to bomb the bejeezus out of either a large island or an area with a connection that wasn't yet explored. The game slowed to 30 UPS for a while. The problem was especially ba...
- Tue Feb 04, 2020 8:18 pm
- Forum: Modding interface requests
- Topic: Somehow make a shield upgrade research possible
- Replies: 0
- Views: 493
Somehow make a shield upgrade research possible
I'm looking at various options for how to add a shield upgrade research mod to factorio. With help of some other commenters, I can think of a few possibilities. Each of them has a limitation which stops it from being used, though. I'd love to have a modding interface change which allows one of more ...
- Sun Feb 02, 2020 4:17 am
- Forum: Modding help
- Topic: Is it possible to alter an on_entity_damaged event?
- Replies: 4
- Views: 1648
Re: Is it possible to alter an on_entity_damaged event?
To be clear, I'm looking to make a research where shields are more durable. So if they currently have a 10% bonus, the character in my example who started with 100 shields left would have soaked 110 damage with shields and only taken 90 hit points, whereas the character with 190 shields left would h...
- Sun Feb 02, 2020 4:14 am
- Forum: Modding help
- Topic: Is it possible to alter an on_entity_damaged event?
- Replies: 4
- Views: 1648
Re: Is it possible to alter an on_entity_damaged event?
This is certainly a possibility. It has some difficulties, though. You can check the entity's grid to see if it has any shields equipped. From there, you can see if the shields have reached 0, which suggests the character just took damage. Unless you know what the starting shields were, though, you ...
- Sun Feb 02, 2020 12:27 am
- Forum: Modding help
- Topic: Is it possible to alter an on_entity_damaged event?
- Replies: 4
- Views: 1648
Is it possible to alter an on_entity_damaged event?
Is there a way to intercept an on_entity_damaged event and change the amount of damage being dealt? I'm exploring various ways to implement a shield research mod to improve the strength of a shield, and one of the ideas I'm thinking of now is to change how much damage is dealt for an on_entity_damag...
- Sat Feb 01, 2020 7:45 pm
- Forum: Modding help
- Topic: Dynamically create new items
- Replies: 6
- Views: 1194
Re: Dynamically create new items
No Not unexpected. Looking at the way the damage bonuses are calculated, it looks like that is applied by default without considering the weapon stats. For example, copper ammunition in Natural Evolution has the damage defined as { type = "damage", damage = { amount = 4 , type = "phy...
- Sat Feb 01, 2020 2:52 am
- Forum: Modding help
- Topic: Dynamically create new items
- Replies: 6
- Views: 1194
Dynamically create new items
I've been trying to figure out how to implement a mod where you can research shield upgrades. So, for example, shield mk 2 would go from 150 hit points to 165, 180, etc. I'd like this to be an infinite research, so after 10 researches with this example the shield would have 300 hit points. As far as...
- Thu Jan 30, 2020 7:41 am
- Forum: Modding interface requests
- Topic: Shield upgrade research
- Replies: 3
- Views: 827
Re: Shield upgrade research
It sounds like your suggestion is basically to only apply the bonus when the shield is equipped. Would this work for existing armor / vehicles / other grids that have the upgraded shield? Also, it would be great to be able to show the bonus as part of the tooltip when hovering over the item, which w...
- Wed Jan 29, 2020 8:37 pm
- Forum: Modding interface requests
- Topic: Shield upgrade research
- Replies: 3
- Views: 827
Shield upgrade research
I was thinking of working on a mod where researching shield technology upgrades your shields to soak more damage. Naturally, this would be much easier if a shield upgrade technology bonus already existed. Currently I think the only way to do it would be to find all existing shield items and replace ...
- Sat Dec 07, 2019 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Pressing "Q" auto-selects Offshore Pump if cursor over water
- Replies: 17
- Views: 4588
Re: Pressing "Q" auto-selects Offshore Pump if cursor over water
Whatever logic is used to select pumpjacks or drills when mods are available should work fine for water pumps as well.
- Sat Nov 23, 2019 12:44 am
- Forum: Ideas and Suggestions
- Topic: The sound from electric mining drill is irritating
- Replies: 4
- Views: 1494
Re: The sound from electric mining drill is irritating
Found the biterandro_marian wrote: ↑Fri Nov 22, 2019 12:55 pmIs possible to stop the sound from the drill ? That pitch sound is laud .... i don't know what to say. I don't like it.
- Sat Nov 09, 2019 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Calculate inserter arm positions only when the GPU or a mod wants them
- Replies: 10
- Views: 2363
Re: Calculate inserter arm positions only when the GPU or a mod wants them
It would be really, really useful, if we have a power sensor, which has a signal, that rises when power is not 100% satisfied. So we would have a chance to turn power off completely (switch) and save much cpu. This is actually quite easy to do. Have a counter circuit connected to a solar panel and ...
- Sat Oct 26, 2019 6:22 am
- Forum: Combinator Creations
- Topic: Daylight sensor
- Replies: 5
- Views: 6293
Re: Daylight sensor
Definitely had fun with it! I added an S-R latch and a pulse combinator so that it ticks once per day. I counted the number of ticks and added a constant for how many days I've been on the planet before starting the combinators. I combined it with this display: https://factorioprints.com/view/-LCBql...
- Thu Oct 24, 2019 1:12 pm
- Forum: Combinator Creations
- Topic: Daylight sensor
- Replies: 5
- Views: 6293
Re: Daylight sensor
I love it!
If it's not too much trouble to ask, would you post the blueprint with the red/yellow/green lights as well?
If it's not too much trouble to ask, would you post the blueprint with the red/yellow/green lights as well?
- Mon Oct 14, 2019 1:46 am
- Forum: Modding help
- Topic: Migration for mod deactivation
- Replies: 4
- Views: 1594
Re: Migration for mod deactivation
(sounds like fun if he restores the last 100 biter nests on a map without any military tech :D) LOL! Guess my "sales" would go down quite a bit if I started doing that. Yes, BitersBegoneUpdated is the mod in question. regenerate_entity looks great, assuming it works for bringing back spaw...
- Sat Oct 12, 2019 10:08 pm
- Forum: Modding help
- Topic: Migration for mod deactivation
- Replies: 4
- Views: 1594
Migration for mod deactivation
Is there a way to make a migration run when a mod is disabled or deactivated? I'm maintaining a mod which wipes out all existing biters and prevents new ones from appearing. When the mod is disabled, new territory will eventually contain biters, and they'll start spreading from the newly discovered ...