Could you please allow the settings "turn_range" & "turret_base_has_direction" to be applied to the "Artillery Gun".
I tried to create a gun with a narrow field of fire, but the values were not acted on and the gun was still able to turn in a full 360 degree circle.
local Gun = table.deepcopy ...
Search found 139 matches
- Tue Nov 05, 2019 10:41 am
- Forum: Won't implement
- Topic: [Request] Please add “turn_range” support to Artillery Guns
- Replies: 2
- Views: 1946
- Thu Oct 24, 2019 10:28 am
- Forum: Ideas and Requests For Mods
- Topic: Radar module compatible with Vehicle Grid mod
- Replies: 3
- Views: 2038
Re: Radar module compatible with Vehicle Grid mod
This is not what your after, but achieves the same goal
'Big Brother' appears to attach an micro radar to entities (cars / trains / power poles) as research is progressed.
https://mods.factorio.com/mod/Big_Brother
'Big Brother' appears to attach an micro radar to entities (cars / trains / power poles) as research is progressed.
https://mods.factorio.com/mod/Big_Brother
- Tue Oct 22, 2019 10:51 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 496303
Re: [MOD 0.17] Industrial Revolution
For "deadlock-experimental" to work its expecting a pre-requisite that copper/iron/steel plates have already been defined in a stacked format with the base "deadlock-beltboxes-loaders" mod. With IR you dont smelt ore into plates, instead you smelt ores into ingots. So I wouldnt have that mod ...
- Thu Oct 03, 2019 8:57 am
- Forum: Technical Help
- Topic: convert map exchange string to map generator settings
- Replies: 9
- Views: 8294
Re: convert map exchange string to map generator settings
I am not near my home PC, but I believe these commands would generate the data
/c game.write_file("map-settings.json", serpent.block(game.map_settings))
/c game.write_file("map-gen-settings.json", serpent.block(player.surface.map_gen_settings))
This will output to the "script-output" folder.
/c game.write_file("map-settings.json", serpent.block(game.map_settings))
/c game.write_file("map-gen-settings.json", serpent.block(player.surface.map_gen_settings))
This will output to the "script-output" folder.
- Tue Sep 24, 2019 7:33 am
- Forum: Gameplay Help
- Topic: How to use Rich text properly
- Replies: 11
- Views: 10258
Re: How to use Rich text properly
How about an "emoji" button on the text tool bar that opens up a GUI which displays all the current icons. Pick an icon and it gets dropped into the text.
- Fri Sep 06, 2019 8:36 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 112745
Re: Nauvis Post Collapse (16GB ram minimum required)
Some other code snippets ..
Remove all cars with nothing in their inventory
/c local surface = game.player.surface
local count = 0
for _, entity in pairs(surface.find_entities_filtered({name="car"})) do
inv = entity.get_inventory(defines.inventory.car_trunk)
if inv.is_empty() then
entity ...
Remove all cars with nothing in their inventory
/c local surface = game.player.surface
local count = 0
for _, entity in pairs(surface.find_entities_filtered({name="car"})) do
inv = entity.get_inventory(defines.inventory.car_trunk)
if inv.is_empty() then
entity ...
- Fri Sep 06, 2019 8:06 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 112745
Re: Nauvis Post Collapse (16GB ram minimum required)
- remove 'indestructible' tag from all spawners (in editor and/or by LUA command for a game already in progress).
Not sexy code .. but this should allow all non-destructible entities to now be destructible :)
/c local surface = game.player.surface
local count = 0
for _, entity in pairs ...
- Thu Sep 05, 2019 6:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 496303
Re: [MOD 0.17+] Industrial Revolution (WIP)
Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
- Wed Sep 04, 2019 12:20 pm
- Forum: Gameplay Help
- Topic: pumps seem useless for long distance pipes?
- Replies: 33
- Views: 23951
Re: pumps seem useless for long distance pipes?
Guess there are a few options to get around pipe pressure issue.
- Rather than use 1000 pipes use 500 pumps, you only use 1x pipe to turn a corner so you should be able to maintain a 6000 u/sec flow.
- As previously suggested use a small train track to shuttle back and forwards oil in a tanker ...
- Rather than use 1000 pipes use 500 pumps, you only use 1x pipe to turn a corner so you should be able to maintain a 6000 u/sec flow.
- As previously suggested use a small train track to shuttle back and forwards oil in a tanker ...
- Tue Sep 03, 2019 11:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 496303
Re: [MOD 0.17+] Industrial Revolution (WIP)
Thanks for the clarification .. I havent tried 'Krastorio' yet, and I was not sure based on 'frugal10191' comment if I needed play your new mod with 'Krastorio' or not.
- Tue Sep 03, 2019 7:19 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 496303
Re: [MOD 0.17+] Industrial Revolution (WIP)
I know Angles adds complexity to Bobs ... does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ?frugal10191 wrote: Mon Sep 02, 2019 9:04 pm Excellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity![]()
- Mon Sep 02, 2019 11:51 am
- Forum: Not a bug
- Topic: [0.17.66] Construction Robot Cargo Size - Only carry one item when building
- Replies: 4
- Views: 2050
Re: [0.17.66] Construction Robot Cargo Size - Only carry one item when building
I guess "Rseding" never followed though with his comment in "Cliff explosives with construction bots"
https://factorio.com/blog/post/fff-267
After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters ...
https://factorio.com/blog/post/fff-267
After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters ...
- Sat Aug 31, 2019 1:28 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 496303
- Tue Aug 27, 2019 2:22 pm
- Forum: Technical Help
- Topic: [0.17.66] Can't host multiplayer server, neither join one
- Replies: 18
- Views: 5521
Re: [0.17.66] Can't host multiplayer server, neither join one
Can both you and your friend join any of the public servers .. RedMew & Comfy run various scenario's 24x7 ?
There was a change .. in 0.17.59 .. for user verification, not sure if that is related.
https://wiki.factorio.com/Version_history/0.17.0#0.17.59
User verification must be enabled for public ...
There was a change .. in 0.17.59 .. for user verification, not sure if that is related.
https://wiki.factorio.com/Version_history/0.17.0#0.17.59
User verification must be enabled for public ...
- Tue Aug 27, 2019 10:02 am
- Forum: Technical Help
- Topic: [0.17.66] Can't host multiplayer server, neither join one
- Replies: 18
- Views: 5521
Re: [0.17.66] Can't host multiplayer server, neither join one
Sorry my work proxies block "pastebin" ... I wonder if they have something in their local hosts file re-directing "auth.factorio.com" at another location.
@Pennervomland ... From a command line prompt what do you get when you do a nslookup auth.factorio.com
From the UK I see these targets
34 ...
@Pennervomland ... From a command line prompt what do you get when you do a nslookup auth.factorio.com
From the UK I see these targets
34 ...
- Tue Aug 27, 2019 9:39 am
- Forum: Technical Help
- Topic: [0.17.66] Can't host multiplayer server, neither join one
- Replies: 18
- Views: 5521
Re: [0.17.66] Can't host multiplayer server, neither join one
Rather than fully disable your firewall this site helps you open up the required hole in your firewall (router) to allow people to connect to your server.
https://portforward.com/
Factorio usually runs on UDP / 34197
Also see .. https://wiki.factorio.com/Multiplayer
https://portforward.com/
Factorio usually runs on UDP / 34197
Also see .. https://wiki.factorio.com/Multiplayer
- Thu Jul 25, 2019 11:40 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 299442
Re: Is a inventory to inventory compact loader possible?
As the subject says, is it possible to make a inv<->inv (1x1) loader?
What are you trying to do with a "inv<->inv (1x1) loader" ? Pass from one assembly machine to another at belt speed ?
This mod .. https://mods.factorio.com/mod/belt_buffer_up .. creates a chest 1by2 in size that has 2x loader ...
- Sun May 19, 2019 9:10 am
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 78492
Re: [MOD 0.16.x] Factorio Extended Plus
Any plans to add Tiers for Heat Exchangers and Steam Turbines ?
- Sat May 04, 2019 12:02 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 78492
Re: [MOD 0.16.x] Factorio Extended Plus
FactorioExtended-Plus-Equipment .. needs fixing
I believe 0.17.35 changed it to power-armor-mk2
Code: Select all
Failed to load mods: Error in assignID, technology with name 'power-armor-2' does not exist.
Source: power-armor-3 (technology).
Mods to be disabled:
• FactorioExtended-Plus-Equipment
I believe 0.17.35 changed it to power-armor-mk2
- Mon Apr 08, 2019 9:08 pm
- Forum: Angels Mods
- Topic: Why is "Angel's Industries" dependent on "Angel's Bio Processing"
- Replies: 1
- Views: 2271
Why is "Angel's Industries" dependent on "Angel's Bio Processing"
Why is "Angel's Industries" dependent on "Angel's Bio Processing" ?
I want to get access to the 'Angels Logistics items' but not interested in all the Bio stuff.
I want to get access to the 'Angels Logistics items' but not interested in all the Bio stuff.