Search found 129 matches

by Ultros
Wed Apr 17, 2019 6:19 am
Forum: General discussion
Topic: Minimal nuclear power for artillery outpost?
Replies: 23
Views: 6645

Re: Minimal nuclear power for artillery outpost?

If you want to go with steam storage you'll need to take into account the drain rate as well. A fully powered and upgraded laser drains about 8MW (9.6 shots per second), and a turbine only provides 5.6MW at peak, meaning you need roughly 1.4 turbines per laser turret in order for it to supply the ma...
by Ultros
Tue Apr 16, 2019 3:39 am
Forum: Ideas and Suggestions
Topic: Change train station already added to schedule
Replies: 9
Views: 3625

Re: Change train station already added to schedule

+1 to this. The few times I had to do it, it was rather annoying to have to re-enter everything manually when it should be possible to simply rename the train station.
by Ultros
Sun Apr 14, 2019 11:39 pm
Forum: Not a bug
Topic: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
Replies: 4
Views: 954

Re: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage

Bilka wrote:
Sun Apr 14, 2019 11:29 pm
The shield is not an entity.

This actually explains a lot, if the shield was implemented as a check on damage of the player and not as an independent entity, then that would explain why the shield does not trigger the event.

Thanks for the clarification.
by Ultros
Sun Apr 14, 2019 11:24 pm
Forum: Not a bug
Topic: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
Replies: 4
Views: 954

Re: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage

Thanks for the report. That's working as intended: if the entity doesn't take damage (because the shield absorbed it) then it didn't take damage. While it is true that the player entity did not take damage to its own hitpoints, the damage still occurred to an entity, in this case, the shield. It wo...
by Ultros
Sun Apr 14, 2019 11:13 pm
Forum: Won't fix.
Topic: [0.17.31] Electric network info units are wrong
Replies: 2
Views: 1208

Re: [0.17.31] Electric network info units are wrong

There's nothing wrong with the units, an item can consume an average of 10 watts over a given timeframe (say 24h) if it consumes 240 watts for one hour and is idle for the other 23. Adding "average" doesn't make the message any more clear. Nowhere in the electrical production panel does it...
by Ultros
Sun Apr 14, 2019 12:43 pm
Forum: Not a bug
Topic: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
Replies: 4
Views: 954

[0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage

As per the documentation https://lua-api.factorio.com/latest/events.html ,it does not trigger when health is directly set as opposed to being damaged, however no event appears to fire when the player is shielded and damaged normally. https://i.imgur.com/qUZnDG4.png https://i.imgur.com/oMXK2cr.png It...
by Ultros
Sun Apr 14, 2019 10:42 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.0] Laser tower beams affected by daylight (dark at night)
Replies: 16
Views: 6322

Re: [0.17.0] Laser tower beams affected by daylight (dark at night)

ownlyme wrote:
Thu Feb 28, 2019 1:04 am
are you sure?
when?
i don't even know why you implemented it this way, feels like you just stole the system from that mod and failed to fix its issues.
The mod you linked is made by Klonan, who works for Wube.
by Ultros
Sun Apr 14, 2019 2:36 am
Forum: General discussion
Topic: Lore
Replies: 2
Views: 1140

Re: Lore

Most of these questions have no canonical answer. The only ones that aren't already in your question are the name of the planet, which is Nauvis (visible in the map editor and mod API interfaces)
by Ultros
Sat Apr 13, 2019 6:53 pm
Forum: Mods
Topic: [MOD 0.17] DiscoScience
Replies: 2
Views: 750

Re: [MOD 0.17] DiscoScience

I've been using this mod because well, it's awesome :D

So you're saying that there's now RGB sync on the labs? Does that increase productivity by 10%? :P
by Ultros
Sat Apr 13, 2019 6:51 pm
Forum: Duplicates
Topic: Crafting Speed Affecting Productivity Efficiency
Replies: 7
Views: 9624

Re: Crafting Speed Affecting Productivity Efficiency

You need to specify that this is on .16, I'm not reproducing this on .17
by Ultros
Sat Apr 13, 2019 2:22 am
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Damage Amount Indicators/Popups
Replies: 4
Views: 1522

Re: [Mod Request] Damage Amount Indicators/Popups

There's one written by Eradicator for 0.16 https://forums.factorio.com/viewtopic.php?p=367915#p367915 It's not released anywhere else AFAICT. I can't release it on the official mods site since I'm not the original author, but I've made some edits to it (show different colours depending on whether an...
by Ultros
Fri Apr 12, 2019 11:13 pm
Forum: Not a bug
Topic: [0.17.30] Tracklaying issue
Replies: 5
Views: 2030

Re: [0.17.30] Tracklaying issue

TIL you could use Shift-R to rotate anticlockwise.
by Ultros
Fri Apr 12, 2019 3:50 pm
Forum: General discussion
Topic: [0.17.21] Enemies armor?
Replies: 23
Views: 6545

Re: [0.17.21] Enemies armor?

Do flame turrets still deal infinity damage against biters? The perspective on balance may change dramatically when biters don't get death sentenced by a drop of oil. Calling it "infinity damage" is kinda misleading, since you still have to survive for the time it takes the biter to burn ...
by Ultros
Fri Apr 12, 2019 2:39 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 17031

Re: Version 0.17.29

per tick, per second, per minute... Could you already unify time measurement? I think the devs are unifying towards minutes, at least in displayed units. After pollution, most measurements in game (production window, pollution, etc) are all in minutes now. Ticks are for game mechanics reasons, and ...
by Ultros
Fri Apr 12, 2019 1:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.29] Game crashed while trying to make a blueprint
Replies: 23
Views: 10031

Re: [0.17.29] Game crashed while trying to make a blueprint

I can also confirm the same crash upon hovering over a blueprint book. Guess I'll have to avoid that until this is patched. The train/pollution bugfixes are pretty important.
by Ultros
Fri Apr 12, 2019 1:16 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.17.28] Possible to mix fluids using a miner
Replies: 5
Views: 3301

Re: [0.17.28] Possible to mix fluids using a miner

You're showing a water pipe mixed with another water pipe in your screenshot?
by Ultros
Fri Apr 12, 2019 12:37 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Pollution stats confusion
Replies: 10
Views: 8177

Re: [kovarex] [0.17.28] Pollution stats confusion

Yes, this was a big error on my side. I thought all the time, that it is pollution per second, and the balance and numbers seemed to work, but when I investigated, it actually means pollution per minute. This actually is (like the rest of the pollution issues) more of a documentation problem than a...
by Ultros
Thu Apr 11, 2019 3:08 pm
Forum: Ideas and Suggestions
Topic: Acid turret why not ?
Replies: 6
Views: 2410

Re: Acid turret why not ?

Biters have 100% acid resist in 0.17 to prevent friendly fire from their new splash attacks, so an acid turret won't affect them unless you mod away the acid resist or use another type of attack for your acid turrets.
by Ultros
Thu Apr 11, 2019 2:15 pm
Forum: General discussion
Topic: Danger Will Robinson, Danger!!! 0.17 Trains
Replies: 31
Views: 8646

Re: Danger Will Robinson, Danger!!! 0.17 Trains

Was just reading over the most recent reply, and discovered that we basically just did the Factorio equivilant to ‼SCIENCE‼. Also considering how deadly magma trains are... Totally, I think trains are the Factorio equivalent of the atom-smasher bridge. Too bad you can't place chests on rails, other...

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