Search found 162 matches
- Mon Mar 11, 2019 8:51 am
- Forum: Balancing
- Topic: Power armor power systems
- Replies: 19
- Views: 7764
Re: Power armor power systems
... The whole power armor energy generation should be overhauled. Some large burner generator would be nice. And the portable fusion generator doesn't fit at all with the other tech. It should be replaced by a portable nuclear reactor, that - if it does not consume fuel cells - should need them in ...
- Fri Mar 08, 2019 10:26 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48383
Re: Changelog tutorial
I guess you couldn't change the license without dumping his library? Then keep it by all means! :-) (No offence to bobingabout meant here, of course!) No, apart from the license, I have actually not used anything from him or his library. I just felt his license is much more human-readable, and fit ...
- Fri Mar 08, 2019 10:11 pm
- Forum: Balancing
- Topic: [0.17] Personal laser defense gets too good
- Replies: 13
- Views: 9249
[0.17] Personal laser defense gets too good
I appreciate personal laser defense (abbreviated as PLD in the following context) now sharing the laser damage research. Making them not so OP in early-mid game, while also more useful in the late-game. But in general, I feel PLD is over-buffed in 0.17. Let me show the settings first: Laser turret: ...
- Fri Mar 08, 2019 7:56 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48383
Re: Changelog tutorial
Is it possible to make "All" tab always as the first one? Other tabs may not need any sort order, but "All" tab is somehow special. It is always the last tab unless you use an "unofficial" category (one that is not on the list that I posted). I am pretty sure that the ...
- Fri Mar 08, 2019 7:00 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48383
Re: Changelog tutorial
(@Schallfalke/bobingabout: Should you ever read this -- sorry for messing with your changelog/removing your license! I just needed a good example to work with … :-)) Just read this. I am delighted to see my mod here. It must be tidy enough somehow that it could be used as an example. But no! I won'...
- Fri Mar 08, 2019 6:21 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 30807
Re: Version 0.17.9
Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced t...
- Fri Mar 08, 2019 7:58 am
- Forum: Modding help
- Topic: [Solved] How to insert an ammo to specific slot?
- Replies: 2
- Views: 602
Re: [Solved] How to insert an ammo to specific slot?
You have my big thanks again!
The solution works like charm.
The solution works like charm.
- Thu Mar 07, 2019 9:23 pm
- Forum: Modding help
- Topic: Non-ore resource sources
- Replies: 8
- Views: 2300
Re: Non-ore resource sources
There are some more ways you may use to generate resources: Different process from the same ingredient. Just like basic and advanced oil processing, which has different ratio in products. You may create a new process that gives your new resources. Probabilistic recipe. Just like the uranium processi...
- Thu Mar 07, 2019 9:13 pm
- Forum: Modding help
- Topic: [Solved] How to insert an ammo to specific slot?
- Replies: 2
- Views: 602
[Solved] How to insert an ammo to specific slot?
How to insert an ammo to specific slot? For example, I want something like if I put the submachine gun at gun slot 2, a stack of piercing bullets will be inserted to ammo slot 2. How can I do that? Using LuaInventory::insert() does not work as desired, because it will always try to insert to slot 1 ...
- Thu Mar 07, 2019 7:37 am
- Forum: Modding help
- Topic: [Solved] Any Shortcut Documentation?
- Replies: 2
- Views: 620
Re: Any Shortcut Documentation?
Especially on the property "style", where can I find other options? The above link shows options: "red", "green", "blue". I cannot find where these options are coded or provided. Are they hard-coded? Hardcoded. It's sad. Hope there will be customized style in...
- Wed Mar 06, 2019 10:35 pm
- Forum: Modding help
- Topic: [Solved] Any Shortcut Documentation?
- Replies: 2
- Views: 620
[Solved] Any Shortcut Documentation?
I am delighted to see the new shortcut toolbar and the ability to adds things to it. However, I have not found much documentation about it yet. (See below, "shortcut" as search keyword often gave me something else...) Can anyone provide links to documentation, if any? The only documentatio...
- Mon Mar 04, 2019 7:41 pm
- Forum: Duplicates
- Topic: [0.17.5] Load failed: 1/bad alloc 2/not enough data
- Replies: 4
- Views: 1389
Re: [0.17.5] Load failed: 1/bad alloc 2/not enough data
My problem is the same as yours. I have a lot of 0.16.51 saves. They all just give the same error. In log as follows: 46.667 Info Scenario.cpp:147: Map version 0.16.51-0 46.672 Info PrototypeMigrationList.cpp:60: Activating migration base/2018-05-22_Factorio_0.17.0.json 46.672 Info PrototypeMigratio...
- Mon Mar 04, 2019 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] Crash when loading old save
- Replies: 13
- Views: 4465
Re: [0.17.5] Crash when loading old save
EDIT: Looking at his log file, the problem of mine is not the same as this.
It should be 66719 instead.
It should be 66719 instead.
- Sun Mar 03, 2019 3:17 pm
- Forum: Releases
- Topic: Version 0.17.4
- Replies: 54
- Views: 31848
Re: Version 0.17.4
I don't know if this is the right place to ask this, but is it possible to make the Hanzi (the chinese logograms) less bold? They are really overwhelming in the server list. Edit: Maybe they're Japanese kanji, I don't know. 20190303143614_1.jpg I know these languages so I could say. There are both ...
- Sun Mar 03, 2019 7:34 am
- Forum: Releases
- Topic: Version 0.17.4
- Replies: 54
- Views: 31848
Re: Version 0.17.4
I have been playing factorio since... 0.12 or so? Today I downloaded 0.17 and started the tutorial. Playing as a complete noob, here is my feeling when, about 1/3 of the way through the research of logistics packs, a horde of biters started eating through my defenses - which, at that point, had run...
- Sat Mar 02, 2019 7:40 pm
- Forum: Modding help
- Topic: How to change vanilla technologie ingredient?
- Replies: 2
- Views: 672
Re: How to change vanilla technologie ingredient?
In data.lua,
This sets logistics 2 super cheap, using 10 red breakers only.
Code: Select all
data.raw.technology["logistics-2"].unit =
{
count = 10,
ingredients =
{
{"automation-science-pack", 1}
},
time = 15
}
- Sat Mar 02, 2019 5:52 pm
- Forum: Modding help
- Topic: [Solved] Questions on on_configuration_changed and migration
- Replies: 2
- Views: 579
Re: Questions on on_configuration_changed and migration
Thanks for refreshing my confused mind.
Now I found a way to get around the error.
Now I found a way to get around the error.
- Sat Mar 02, 2019 4:49 pm
- Forum: Modding help
- Topic: [Solved] Questions on on_configuration_changed and migration
- Replies: 2
- Views: 579
[Solved] Questions on on_configuration_changed and migration
on_configuration_changed() is supposed to be called when game detects mod version changes, right? I have a game saved in game version 0.16.51 with my mod version 0.16.1. Now I made an update for 0.17, and try to load in game version 0.17.4. However, on_configuration_changed() is bypassed. on_load() ...
- Sat Mar 02, 2019 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Behemoth Biter Acid Resistance low
- Replies: 1
- Views: 504
[kovarex] [0.17.4] Behemoth Biter Acid Resistance low
I am updating my mod about aliens so I found this out...
All enemy units have 100% acid resistance, except behemoth biter (which has 0/0%).
Is it intentional left out for behemoth biter, because they are running exceptionally fast (now +30% faster than big biter)?
All enemy units have 100% acid resistance, except behemoth biter (which has 0/0%).
Is it intentional left out for behemoth biter, because they are running exceptionally fast (now +30% faster than big biter)?
- Fri Mar 01, 2019 7:47 pm
- Forum: Releases
- Topic: Version 0.17.4
- Replies: 54
- Views: 31848
Re: Version 0.17.4
I am updating my mod about aliens so I found this out...
All enemy units have 100% acid resistance, except behemoth biter (which has 0/0%).
Is it intentional left out for behemoth biter, because they are running exceptionally fast (now +30% faster than big biter)?
All enemy units have 100% acid resistance, except behemoth biter (which has 0/0%).
Is it intentional left out for behemoth biter, because they are running exceptionally fast (now +30% faster than big biter)?