Search found 77 matches

by Solinya
Sun Feb 02, 2020 12:06 am
Forum: Modding help
Topic: Can I trigger an attack action from a script event?
Replies: 3
Views: 535

Can I trigger an attack action from a script event?

I'm trying to have the equivalent of a discharge defense/land-mine attack go off on a script-defined trigger (say, when a character drops below a certain hp %). When looking around, I've found plenty of threads on how to define new attack types in the data stage, but I'm not sure how to trigger thos...
by Solinya
Sat Feb 01, 2020 11:25 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 10600

Re: Friday Facts #332 - More sounds & Map color tweaks

Now that I've had the chance to actually play a game with the new sounds, I have some mixed feelings. In many cases, the new sounds are an improvement. I like the changes to nuclear reactor setups, accumulators (especially accumulators which were incredibly noisy pre-0.18) and some other things. I d...
by Solinya
Fri Jan 31, 2020 4:04 am
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 16173

Re: Version 0.18.3

Since 0.18.2, whenever a player is killed by biters, they continue playing their new sound on loop (which starts to overlap and get distorted) for the full ten seconds of the respawn countdown, even on single-player when there's nothing else around. I'm not sure if that's intentional, but it's odd t...
by Solinya
Wed Jan 29, 2020 2:59 am
Forum: Modding help
Topic: attempt to index global 'sounds' (a nil value)
Replies: 3
Views: 356

Re: attempt to index global 'sounds' (a nil value)

I think you're trying to reference the base mod's sound files, correct? If so, don't you have to point it at base? Without that, it's looking in your mod for a demo-sounds file. From the breaking change thread: local sounds = require("__base__.prototypes.entity.demo-sounds") This worked fo...
by Solinya
Fri Jan 24, 2020 7:44 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 31902

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

We made 0.18 a major version because it will break mods with all the changes we are making, and while initially it hasn't broken that much, many things to come will have a bigger impact, such as the Character GUI. Does this mean that later 0.18.x releases will break mods again? I think you should t...
by Solinya
Thu Jan 23, 2020 10:27 pm
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 2564

Re: Supporting multiple Factorio (Major) versions

This all relies on, as others mentioned, API stability. Wube is of course free to follow any versioning scheme you guys want, but I'm personally a fan of SemVer. I'd like to see API backwards compatibility be preserved between any 0.18.x version, until a 0.19.x comes out, at which point you may int...
by Solinya
Thu Jan 23, 2020 11:28 am
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 2564

Re: Supporting multiple Factorio (Major) versions

I think a big question is: what does the post-1.0 landscape look like? Will there continue to be major refinements to the game, with potentially game-breaking changes, or are they going to be the more minor sort once official release has passed? If it's the latter, then a multi-version system doesn'...
by Solinya
Wed Jan 22, 2020 10:16 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 54962

Re: Version 0.18.0

Was looking forward to many of these improvements though I’m also surprised it was released so early. From the change notes (haven’t played .18 yet) I don’t see the new character GUI listed and I imagine that will be one of the more noticeable breaking mod changes (if the new logistics system remove...
by Solinya
Wed Jan 15, 2020 3:06 am
Forum: Modding help
Topic: Factorio achievements background (gears) images
Replies: 4
Views: 312

Re: Factorio achievements background (gears) images

The https://mods.factorio.com/mod/MoreAchievements mod has a set of the bases in the graphics folder but I don't know the licensing around them.
by Solinya
Mon Dec 23, 2019 2:52 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189731

Re: [MOD 0.17] Industrial Revolution

Hey, really enjoying the mod so far! Ran into an issue however, maybe someone here can help: I use IR together with the AAI Industry mods + a few others and I am unable to start research on the High performance engine. It lists Steel age as its only pre rec., which I have researched. I tried consol...
by Solinya
Sat Dec 21, 2019 12:17 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189731

Re: [MOD 0.17] Industrial Revolution

Then look at efficiency modules and air filters. I haven’t damaged a single tree with pollution in my current play-through and I’m working through the Chrome Age. Preventing it from being generated helps slow evolution down as well.
by Solinya
Fri Dec 20, 2019 10:40 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189731

Re: [MOD 0.17] Industrial Revolution

Stimpatch wrote:
Fri Dec 20, 2019 8:57 am
QWERTY128BITS wrote:
Fri Dec 20, 2019 1:48 am
I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.
Just 10.
by Solinya
Sat Dec 14, 2019 11:28 am
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 11851

Re: Friday Facts #325 - New Explosions and Particles

Do the new explosion effects and particles apply to modded assets? For example, if someone creates a new entity with graphics in a mod, are they able to pre-pick existing smoke/wood/metal particles or will they have to create all new particle animations? What's the default going to be? (I suppose cu...
by Solinya
Wed Dec 11, 2019 3:54 am
Forum: Modding interface requests
Topic: on_nth_tick but with an offset, and "on_tick_n"
Replies: 4
Views: 414

Re: on_nth_tick but with an offset, and "on_tick_n"

You could, but I don't know if you need to. I have a regeneration feature in one of my mods and if you just batch them all every 5-15 ticks (for aggressive regen) or 30-60 (for slower regen), it should be "good enough". I don't think most players will notice biters individually regeneratin...
by Solinya
Sun Dec 08, 2019 12:33 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189731

Re: [MOD 0.17] Industrial Revolution

Krastorio holds the IR/Krastorio compatibility patch. It looks like someone has already reported it to the Krastorio devs.

Update: And it's fixed. Grab Krastorio Legacy 1.4.45.
by Solinya
Sun Dec 08, 2019 12:27 am
Forum: Modding help
Topic: Can I detect if a player (not a radar) revealed a chunk?
Replies: 8
Views: 645

Re: Can I detect if a player (not a radar) revealed a chunk?

I got this working for multiple surfaces, but only a single player force. (My mod doesn't support multiple forces in general yet, so this would be OK for now.). Sharing my solution out in case someone searching for this later wants a starting point. function onChunkCharted(event) if event.force.name...
by Solinya
Fri Dec 06, 2019 8:24 am
Forum: Modding help
Topic: Can I detect if a player (not a radar) revealed a chunk?
Replies: 8
Views: 645

Re: Can I detect if a player (not a radar) revealed a chunk?

That would be a lot smarter. For some reason I was thinking I needed the lua equivalent of a hashset.
by Solinya
Fri Dec 06, 2019 6:40 am
Forum: Modding help
Topic: Can I detect if a player (not a radar) revealed a chunk?
Replies: 8
Views: 645

Re: Can I detect if a player (not a radar) revealed a chunk?

on_sector_scanned might do the trick. This event only fires for radar. I'm trying to find chunks charted by non-radar characters. Booted up the game. Each time a radar scans a chunk it fires on_sector_scanned. Each time a radar scans a new chunk it fires on_sector_scanned and on_chunk_charted (in t...
by Solinya
Fri Dec 06, 2019 4:53 am
Forum: Modding help
Topic: Can I detect if a player (not a radar) revealed a chunk?
Replies: 8
Views: 645

Can I detect if a player (not a radar) revealed a chunk?

I'm looking at ways to incentivize leaving the base and exploring the world. For my idea to work, I'd need to know when a character is revealing portions of the map, rather than a radar dish. If I detect a player revealed a chunk, I'll give them a small reward. It looks like the main event I'd have ...
by Solinya
Thu Nov 21, 2019 9:35 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189731

Re: [MOD 0.17] Industrial Revolution

I love this mod, but I'm having a bit of trouble balancing my copper ore washing line. It appears that the clean water/dirty water throughput adds up to the point where I can't get more than a handful of ore washing machines connected to the same output (dirty water) manifold before the water backs...

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