Search found 119 matches

by XaLpHa89
Fri Jul 19, 2019 12:59 pm
Forum: Modding help
Topic: [0.17] A real math.random is searched
Replies: 14
Views: 3402

Re: [0.17] A real math.random is searched

Just for information: I do not create a mod, only a scenario. If I use the function create_random_generator, then I get the same value each time. . local function on_tick( event ) if game.tick % 60 == 0 then local generator = game.create_random_generator() game.print( generator( 1, 1000 ) ) end end ...
by XaLpHa89
Fri Jul 19, 2019 11:40 am
Forum: Modding help
Topic: [0.17] A real math.random is searched
Replies: 14
Views: 3402

[0.17] A real math.random is searched

To create a map, I need a few random values, in a few tests, I encountered a strange behavior of the function math.random. Which only generates a random value as soon as I move. Is there another way to create random numbers?
.
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20190719132213_1.jpg (151.45 KiB) Viewed 3402 times
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20190719132045_1.jpg (151.14 KiB) Viewed 3402 times
by XaLpHa89
Wed Jul 17, 2019 6:08 am
Forum: Modding help
Topic: [0.17] autoplace_controls for no rocks
Replies: 7
Views: 1684

Re: [0.17] autoplace_controls for no rocks

I found the part of the program in the mod NiceFill, only somehow it does not work anymore. The program part generates the following error: attempt to index field 'property_expression_names' (a nil value) But I have a success to report, following ensures that no rocks are generated. map_gen_settings...
by XaLpHa89
Tue Jul 16, 2019 10:43 am
Forum: Modding help
Topic: [0.17] autoplace_controls for no rocks
Replies: 7
Views: 1684

Re: [0.17] autoplace_controls for no rocks

What do I have to do to apply it?
by XaLpHa89
Mon Jul 15, 2019 12:50 pm
Forum: Modding help
Topic: [SOLVED][0.17] on_entity_damaged -> show damage
Replies: 2
Views: 582

Re: [SOLVED][0.17] event.on_entity_damaged

My new approach: local function on_tick( event ) if game.tick % 30 == 0 and table_of_cause_damages ~= nil then for _, item in pairs( table_of_cause_damages ) do item.surface.create_entity( { name = 'flying-text', position = item.position, text = math.ceil( item.damage ), color = { r = 255, g = 0, b ...
by XaLpHa89
Sun Jul 14, 2019 6:41 pm
Forum: Modding help
Topic: [SOLVED][0.17] on_entity_damaged -> show damage
Replies: 2
Views: 582

[SOLVED][0.17] on_entity_damaged -> show damage

Why is the function "event.on_entity_damaged" called twice, although I only do one damage? . local function on_entity_damaged( event ) if event.entity.name == 'tank' then event.entity.surface.create_entity( { name = 'flying-text', position = event.entity.position, text = event.final_damage...
by XaLpHa89
Sun Jul 14, 2019 5:01 am
Forum: Modding help
Topic: [0.17] autoplace_controls for no rocks
Replies: 7
Views: 1684

[0.17] autoplace_controls for no rocks

What is the property to tell the map generator not to create rocks? . local map_gen_settings = {} -- map_gen_settings.default_enable_all_autoplace_controls = false map_gen_settings.autoplace_controls = { [ 'coal' ] = { frequency = 'none', size = 'none', richness = 'none' }, [ 'stone' ] = { frequency...
by XaLpHa89
Fri Jul 12, 2019 7:56 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.56] Freeze for 9 seconds after map start
Replies: 8
Views: 3635

Re: [0.17] Freeze for 9 seconds after map start

It is actually the file "blueprint-storage.dat", which is 6.93 MByte in size. After I renamed the file and started a map, I was able to move directly.

Of course, I could make sure that the blueprint directory gets smaller. Or is it possible to change this behavior?
by XaLpHa89
Fri Jul 12, 2019 2:15 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.56] Freeze for 9 seconds after map start
Replies: 8
Views: 3635

[posila] [0.17.56] Freeze for 9 seconds after map start

In the settings, I have determined that the map is only 10x10 large, because I want to test something and need a blank map. What functions make the freeze and what can I do to stop it?
.
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20190712033058_1.jpg (222 KiB) Viewed 3635 times
by XaLpHa89
Thu Jul 04, 2019 3:59 am
Forum: Ideas and Suggestions
Topic: Quick removal of modules from a factory
Replies: 0
Views: 495

Quick removal of modules from a factory

Is there a keyboard shortcut that I can press to quickly remove modules from a factory?

If I have a free hand, hold ctrl and click on a becon, the modules contained there are taken.
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20190704055129_1.jpg (618.86 KiB) Viewed 495 times
by XaLpHa89
Fri May 03, 2019 6:51 am
Forum: Not a bug
Topic: [0.17] scenario infinite madness
Replies: 2
Views: 661

[0.17] scenario infinite madness

The following scenario is "Infinite Madness", starting in a small ring surrounded by an enemy stone ring used not to be overrun by the biter. At one point, the ring is opened to collect more raw materials. And of course, to push the biter back. By shooting down the biter you get coins, whi...
by XaLpHa89
Wed Apr 10, 2019 3:20 pm
Forum: Maps and Scenarios
Topic: [0.17] scenario team production
Replies: 1
Views: 3131

[0.17] scenario team production

I like the principle behind the map, only I miss a few management options. At the beginning there should only be one basis, the name is finally "Team Production". If a player in the lobby decides he wants his own base, he can choose that before a round. Then there should be a standby query...
by XaLpHa89
Fri Apr 05, 2019 8:47 am
Forum: Gameplay Help
Topic: [0.17] process damaged walls
Replies: 6
Views: 2219

Re: [0.17] process damaged walls

How many walls does a black bottle need? If it needs 4 or more then it's probably just waiting for one more wall. I have to refute the thought, in the box were enough other walls. Two are needed. After removing the broken wall, production continued as normal. I can also explain why it happened, som...
by XaLpHa89
Thu Apr 04, 2019 9:08 am
Forum: Gameplay Help
Topic: [0.17] process damaged walls
Replies: 6
Views: 2219

[0.17] process damaged walls

I just had to realize that my production had come to a halt. This was caused by two damaged walls in the assembly lines for black bottles. I used to know that, for example, damaged production lines were processed. Either prevent robots from picking up the broken walls or allowing the walls to be pro...
by XaLpHa89
Tue Mar 19, 2019 2:31 am
Forum: Maps and Scenarios
Topic: [0.17] scenario defence wave
Replies: 2
Views: 4849

[0.17] scenario defence wave

I like the scenario, but it gets boring quickly. Nothing needs to be researched anymore and the robots do the work for you. With a small smelting and an ammunition ring, the silo can be easily defended, if you then use the upgrades, then you can just overrun the biter. It's easy to play on a headles...
by XaLpHa89
Sun Mar 17, 2019 11:12 pm
Forum: Ideas and Suggestions
Topic: Set RCON settings in server-settings.json
Replies: 1
Views: 1645

Re: Set RCON settings in server-settings.json

I agree, I think it would be nice if you could save the data there.
by XaLpHa89
Sat Mar 09, 2019 10:15 pm
Forum: Technical Help
Topic: [SOLVED][0.17] headless server -> server-adminlist.json
Replies: 1
Views: 1815

Re: [0.17] headless server -> no admin

Problem solved: missing file /opt/factorio/server-adminlist.json, which was not created.
by XaLpHa89
Wed Feb 27, 2019 12:03 pm
Forum: Technical Help
Topic: [SOLVED][0.17] headless server -> server-adminlist.json
Replies: 1
Views: 1815

[SOLVED][0.17] headless server -> server-adminlist.json

I start a server with the following command, only in the game I lack the permission to start the round, although I am deposited with server-settings.json. /opt/factorio/bin/x64/factorio --start-server-load-scenario wave-defense --server-settings /opt/factorio/data/server-settings.json 20190227121716...

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