Search found 119 matches
- 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 ...
- 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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- 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...
- 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?
- 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 ...
- 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...
- 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...
- Fri Jul 12, 2019 8:31 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.56] Freeze for 9 seconds after map start
- Replies: 8
- Views: 3635
- 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?
Of course, I could make sure that the blueprint directory gets smaller. Or is it possible to change this behavior?
- Fri Jul 12, 2019 6:14 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.56] Freeze for 9 seconds after map start
- Replies: 8
- Views: 3635
- 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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- 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.
If I have a free hand, hold ctrl and click on a becon, the modules contained there are taken.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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...