Search found 162 matches

by Schallfalke
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 ...
by Schallfalke
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 ...
by Schallfalke
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: ...
by Schallfalke
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 ...
by Schallfalke
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'...
by Schallfalke
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...
by Schallfalke
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! :D
The solution works like charm.
by Schallfalke
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...
by Schallfalke
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 ...
by Schallfalke
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...
by Schallfalke
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...
by Schallfalke
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...
by Schallfalke
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.
by Schallfalke
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 ...
by Schallfalke
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...
by Schallfalke
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,

Code: Select all

data.raw.technology["logistics-2"].unit =
    {
      count = 10,
      ingredients =
      {
        {"automation-science-pack", 1}
      },
      time = 15
    }
This sets logistics 2 super cheap, using 10 red breakers only.
by Schallfalke
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. :shock:
Now I found a way to get around the error.
by Schallfalke
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() ...
by Schallfalke
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)?
by Schallfalke
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)?

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