Search found 101 matches

by betrok
Sun Mar 25, 2018 11:34 pm
Forum: Already exists
Topic: game.log(data [, for_player])
Replies: 2
Views: 1426

game.log(data [, for_player])

I want to add some custom stuff into factorio log.
Sure, it's possible to use write_file, but
  • there will be two separate contexts
  • no way to obtain real timestamp(whole factorio output is redirecting to system journal in my case, so there is current time)
  • file will be reopened every write
by betrok
Wed Mar 21, 2018 1:29 pm
Forum: Gameplay Help
Topic: peaceful mode for a particular team
Replies: 1
Views: 711

Re: peaceful mode for a particular team

Code: Select all

game.forces["enemy"].set_cease_fire(your_force, true)
It is not exact same as peaceful mode though: you will not get attacked even if shot first.
by betrok
Sun Mar 18, 2018 3:31 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 35081

Re: Friday Facts #234 - Office pictures

Dev-iL wrote:...and of course disallowing the picking-up of cars/tanks and their manual crafting
What about locomotives and wagons?
It could be interesting if they will have specialized assembles with output right to rails, but setting up of trains will become nightmare.
by betrok
Sun Mar 18, 2018 1:02 pm
Forum: Ideas and Suggestions
Topic: Better looking world ?
Replies: 2
Views: 1229

Re: Better looking world ?

Problem on you last screenshot is coming from difference between generation algorithms in versions where you started this game and current one. I doubt you could fix such troubles unless you propose generation based on neighboring chunks, which will require much more calculations... Anyways you coul...
by betrok
Sat Mar 17, 2018 3:00 pm
Forum: Ideas and Requests For Mods
Topic: Ores ideas
Replies: 16
Views: 4735

Re: Ores ideas

Unicorn ore. I do not know, how it could be userfull, but graphics can be awesome.
Seriously: what will be a point of new ores without production lines? Wrong position for start i think.
by betrok
Sat Mar 17, 2018 11:44 am
Forum: Resolved Problems and Bugs
Topic: Noise expressions
Replies: 11
Views: 5831

Re: Noise expressions

I'm looking forward for it.

In case problem is installation-specific(though vanilla map looks fine): i'm using steam version on arch linux.
Common log in attachment, "bwater" is my test mod.
by betrok
Sat Mar 17, 2018 11:22 am
Forum: Maps and Scenarios
Topic: Factrain - Only build train Scenario
Replies: 13
Views: 13546

Re: Factrain - Only build train Scenario

Sounds interesting. I have some possible additions: Lower capacity of wagons for faster escalation of challenge Self-powered outposts(at least part of them), which will require fuel or steam supplies Mixed load/unload stations, where positions of wagons matters More ambitious stuff: Weight of cargo,...
by betrok
Fri Mar 16, 2018 3:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.30] Assembly Machine 1 and 2 Tooltip Order Mismatch
Replies: 11
Views: 7942

Re: [kovarex] [0.16.30] Assembly Machine 1 and 2 Tooltip Order Mismatch

kovarex wrote:Thanks for the report.
I solved it for the next version by automatically sorting all the ingredients in a recipe.
By what will it be sorted?
I think raw time for components would be best option.
by betrok
Thu Mar 15, 2018 9:38 pm
Forum: Gameplay Help
Topic: Second uranium deposit has very few U235
Replies: 2
Views: 1026

Re: Second uranium deposit has very few U235

Source of ore have nothing to do with chance of u235 output. I seems you are just unlucky.
Try to set up Kovarex enrichment, you do not have to worry about chances with it.
by betrok
Thu Mar 15, 2018 6:30 pm
Forum: Modding help
Topic: Researched all technologies before science pack 3
Replies: 2
Views: 755

Re: Researched all technologies before science pack 3

for k, force in pairs (game.forces) do for k, technology in pairs (force.technologies) do local before_3 = true for k, ingredient in pairs (technology.research_unit_ingredients) do if ingredient.name == 'science-pack-3' then before_3 = false end end if before_3 than technology.researched = true end...
by betrok
Thu Mar 15, 2018 11:21 am
Forum: Gameplay Help
Topic: Refinery problem
Replies: 27
Views: 7627

Re: Refinery problem

You have different settings on power switch for heavy oil cracking, i guess it can be your problem.
by betrok
Tue Mar 13, 2018 5:40 pm
Forum: Not a bug
Topic: [TOGoS] [0.16.30] Weird behavior of noise expressions
Replies: 1
Views: 1013

[TOGoS] [0.16.30] Weird behavior of noise expressions

I tried to mod map generation and encountered very weird behavior of noise expressions.
Check this topic for details.

Probably there is a bug in expressions compiler.
by betrok
Tue Mar 13, 2018 2:18 pm
Forum: Ideas and Suggestions
Topic: second tier car with logistics
Replies: 2
Views: 736

Re: second tier car with logistics

gsezz wrote:A higher tier car, a little bit faster than the existing one
Make it also majorly heavier and it will become strongest endgame enemy, which wreaks havoc all over you base %)
by betrok
Tue Mar 13, 2018 10:26 am
Forum: Resolved Problems and Bugs
Topic: Noise expressions
Replies: 11
Views: 5831

Re: Noise expressions

I tried to play around little more and ended up with even higher level of puzzlement. make_multioctave_noise_function(map.seed, 11, 2)(x, y, 1, 1) provides me constant 0.4, make_multioctave_noise_function(map.seed, 11, 2)(x, y, 1, 1) + 1 results in actual noise. At this point i have nothing but &quo...
by betrok
Mon Mar 12, 2018 7:51 pm
Forum: Resolved Problems and Bugs
Topic: Noise expressions
Replies: 11
Views: 5831

Re: Noise expressions

Hm, may be it is unclear what i'm talking about. Main problem is that basis noise becomes just zero everywhere suddenly when inscale >= 1 and any addition arithmetic is involved. So make_basis_noise_function(map.seed, 11)(x, y, 2, 1) works fine by its own, make_basis_noise_function(map.seed, 11)(x, ...
by betrok
Sat Mar 10, 2018 4:29 pm
Forum: Resolved Problems and Bugs
Topic: Noise expressions
Replies: 11
Views: 5831

Noise expressions

I have to admit, that i fail to master this black magic on my own. It's time to go cry^W^W ask for help here. All documentation, which i managed to find, is limited to this gist and actual game files. Well, practice is the best of all instructors, here we go: data:extend{ { type = "noise-expres...
by betrok
Sat Mar 10, 2018 8:59 am
Forum: Resolved Problems and Bugs
Topic: [0.16.28] multiple definition of make_multioctave_noise_func
Replies: 1
Views: 714

[0.16.28] multiple definition of make_multioctave_noise_func

make_multioctave_noise_function() is defined twice in data/core/prototypes/noise-programs.lua

Definitions are identical, so nothing is broken at the moment.
by betrok
Fri Mar 09, 2018 12:05 pm
Forum: Won't implement
Topic: Access to noise layers
Replies: 4
Views: 1304

Re: Access to noise layers

Hm, makes sence, game itself do not need to cache it... It seams i need to investigate autoplace system deeper, everythink what i want to do for now should be possible with it after all. But i still think, that at least "chunk-wide generic noise blob" could be very userfull for mods. Thank...
by betrok
Fri Mar 09, 2018 9:14 am
Forum: Won't implement
Topic: Access to noise layers
Replies: 4
Views: 1304

Re: Access to noise layers

Rseding91 wrote:What exactly are you hoping to have exposed?
Raw noise values for any given coordinates.

Something like

Code: Select all

game.noise_layers[name].get(position) -> double
by betrok
Thu Mar 08, 2018 3:28 pm
Forum: Won't implement
Topic: Access to noise layers
Replies: 4
Views: 1304

Access to noise layers

So, factorio has fast system of noise layers, but i can not see any way to use it apart from autoplace.

Can it be exposed in mod api?

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