Search found 162 matches
- Fri Jan 04, 2019 4:01 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155218
Re: Friday Facts #275 - 0.17 Science changes
I just also see a large group of people who like the change (of specifically rails), alongside of reason. I still do not see a better alternative than rails. Concrete not really an useful thing at the moment. Should that change? I'm not sure. Does it need to change AND change the science pack? No, ...
- Fri Jan 04, 2019 3:30 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155218
Re: Friday Facts #275 - 0.17 Science changes
I just also see a large group of people who like the change (of specifically rails), alongside of reason. I still do not see a better alternative than rails. Concrete not really an useful thing at the moment. Should that change? I'm not sure. Does it need to change AND change the science pack? No, ...
- Thu Jan 03, 2019 4:15 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155218
Re: Friday Facts #275 - 0.17 Science changes
How about if I suggest a new intermediate product, which uses enough stone/stone brick/concrete with other stuff as ingredient? Currently in 0.16, the rocket control unit is such an intermediate product where the only use is for the rocket part. Maybe we can do the similar thing here? This will sol...
- Thu Jan 03, 2019 3:44 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155218
Re: Friday Facts #275 - 0.17 Science changes
... A lot of the complaints I see about the amount of rails is generally about: -A: I don't like to belt this much. ... -reA: As said many times earlier, belts are completely fine enough so it's entirely viable to do that, in fact a single yellow belt can get you very far, and doubling it is very e...
- Sun Dec 30, 2018 1:08 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155218
Re: Friday Facts #275 - 0.17 Science changes
This FFF will gives a general improvement to the game. Current science pack has two systems of naming convention (number & purpose) will makes confusion, so really needs a renaming. Although this may make a pain to some complex mods, but since the game is still in "early access", this ...
- Thu Dec 13, 2018 4:24 pm
- Forum: Translations
- Topic: English/German cannon shells
- Replies: 2
- Views: 1643
- Thu Dec 13, 2018 4:13 pm
- Forum: Translations
- Topic: English/German cannon shells
- Replies: 2
- Views: 1643
English/German cannon shells
It is about the original English names, not translation, but I am not sure to put this here or which subsection of forum. There are four types of cannon shells by now (0.16.51). Their current names are cumbersome and not the best, and are making translations (which are based on English) not looking ...
- Tue Dec 11, 2018 9:58 am
- Forum: Mod portal Discussion
- Topic: [Solved] Summary field newline support
- Replies: 3
- Views: 1671
Re: [Request] Summary field newline support
Thank you. Just realized the change.
Already looks much nicer with the newlines.
Already looks much nicer with the newlines.
- Tue Dec 11, 2018 9:42 am
- Forum: Mod portal Discussion
- Topic: [Solved] Markdown Table Border
- Replies: 2
- Views: 1386
Re: Markdown Table Border
Thank you. Tables look much better now.
- Fri Dec 07, 2018 9:57 pm
- Forum: Modding help
- Topic: Need help resolving issue with turrets
- Replies: 5
- Views: 1447
Re: Need help resolving issue with turrets
I guess this is highly-related, so I am not creating a new post asking. I assume the above is for the projectiles on which entities they are affected, right? How about for the guns targeting? Is it possible to target "ally"/"friend" only? I tried to make a heal turret firing nega...
- Thu Dec 06, 2018 11:29 am
- Forum: Mod portal Discussion
- Topic: [Solved] Summary field newline support
- Replies: 3
- Views: 1671
[Solved] Summary field newline support
Hi all, is there a way to put some text into a new line in the "Summary" box? (No problem in "Description" box though.) I tried simply "enter" or "\n" characters, but it simply don't work. If currently it cannot be done, may I request such support? My example ...
- Thu Dec 06, 2018 11:18 am
- Forum: Mod portal Discussion
- Topic: [Solved] Markdown Table Border
- Replies: 2
- Views: 1386
[Solved] Markdown Table Border
Hi all, how can I add a border (or other styling) to the markdown tables? I tried to make a table in my mod FAQ page (mid-section of here , under first picture, above section "Loot"). But there are no borders, no space. Fields collapsed together, making it hard to read. I currently have co...
- Mon Nov 26, 2018 10:35 pm
- Forum: Texture Packs
- Topic: [Request] Turrets, Tanks, Vehicles
- Replies: 0
- Views: 2499
[Request] Turrets, Tanks, Vehicles
Hello, I have made a mod Schall Tank Platoon , which is a vanilla supplementary military mod. The mod does something like introducing light tank, heavy tank, super-heavy tank (where medium tank is exactly vanilla tank removing vehicle flamethrower), and have upgrades just like power armor (growing s...
- Mon Nov 26, 2018 3:45 pm
- Forum: Modding discussion
- Topic: [Solved] How to add new enemy type to spawners, without overwriting?
- Replies: 4
- Views: 1715
Re: How to add new enemy type to spawners, without overwriting?
Yes, thank you.
From eradicator's answer I have already found it out and make a new mod to spawn new enemy types.
Yes, so I did that by using table.insert(), instead of overwriting the whole thing.
From eradicator's answer I have already found it out and make a new mod to spawn new enemy types.
Yes, so I did that by using table.insert(), instead of overwriting the whole thing.
- Sun Nov 25, 2018 9:48 am
- Forum: Ideas and Requests For Mods
- Topic: Mobile artillery turrets
- Replies: 9
- Views: 4797
Re: Mobile artillery turrets
hi, i saw your mods on the mod portal. https://mods.factorio.com/mod/SchallTankPlatoon this looks cool, and if you like warhammer and lord of the rings, using a tank platoon to defend your base from biters = "they Schall not pass!" "and they Schall know no fear" :D Thank you! Th...
- Fri Nov 23, 2018 5:24 pm
- Forum: Modding discussion
- Topic: [Solved] How to add new enemy type to spawners, without overwriting?
- Replies: 4
- Views: 1715
Re: How to add new enemy type to spawners, without overwriting?
Thank you, treating it as a simple table works.
It looks reasonable as the function just returns the table and it is assigned to result_units. At data.raw level, result_units is just a simple table...
It looks reasonable as the function just returns the table and it is assigned to result_units. At data.raw level, result_units is just a simple table...
- Fri Nov 23, 2018 10:08 am
- Forum: Modding discussion
- Topic: [Solved] How to add new enemy type to spawners, without overwriting?
- Replies: 4
- Views: 1715
[Solved] How to add new enemy type to spawners, without overwriting?
Hi all, I am thinking of adding a single new type to spawners, and I found the following code for splitter-spawner in enemies.lua: result_units = (function() local res = {} res[1] = {"small-biter", {{0.0, 0.3}, {0.35, 0}}} res[2] = {"small-spitter", {{0.25, 0.0}, {0.5, 0.3}, {0.7...
- Fri Nov 23, 2018 9:04 am
- Forum: Modding interface requests
- Topic: Ammo Support for Equipment
- Replies: 1
- Views: 693
Ammo Support for Equipment
Hi all, may I ask for support for ammo-consuming type of active defense equipment? Currently, it is possible to have fuel slots for equipment burners (like vehicle fuel cells in my Schall Tank Platoon mod). I would like to have something like ammo slots for active defense equipment as well, if they ...
- Wed Nov 21, 2018 9:02 am
- Forum: Ideas and Requests For Mods
- Topic: Mobile artillery turrets
- Replies: 9
- Views: 4797
Re: Mobile artillery turrets
In making my tank mod, I have considered including a mobile artillery / self-propelled artillery as new vehicle. Maybe I share my experience of failure here and see if any experienced modders can help to make this possible: Free driving artillery vehicle, not limited to rails like the train artiller...
- Sun Nov 11, 2018 10:43 pm
- Forum: Modding help
- Topic: How to obtain name of equipment being taken from grid?
- Replies: 0
- Views: 469
How to obtain name of equipment being taken from grid?
Hi, I am trying to make an active defense equipment (like personal laser defense) but using ammo. I am using the battery level as the "ammo count". Now I want to write a script to get back some ammo if the equipment is partially used (like 50% battery gives back half an ammo stack). I look...