Search found 582 matches

by Reika
Sun Mar 04, 2018 1:28 am
Forum: Ideas and Suggestions
Topic: Turret idle animations
Replies: 7
Views: 2227

Turret idle animations

Basically where the turrets, when not actively engaging a target, periodically re-aim in a random direction, primarily as an indicator of "combat readiness". If you are familiar with Space Engineers, this is basically the idle behavior of their turrets (though in one plane rather than two-...
by Reika
Thu Mar 01, 2018 6:11 pm
Forum: Ideas and Suggestions
Topic: Pipe Network Connection Highlighting
Replies: 5
Views: 2922

Re: Pipe Network Connection Highlighting

I would like to see this as well.
by Reika
Mon Feb 12, 2018 10:58 am
Forum: Resolved Problems and Bugs
Topic: Issue with bonuses
Replies: 9
Views: 5281

Re: Issue with bonuses

superhelicase wrote:Awesome I'm glad i could have been of help!
This is the first time I have seen one of my mods involved in a bug report. :P
by Reika
Mon Jan 22, 2018 11:36 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 21115

Re: [0.16.17] Crash one minute after loading save from 0.16.16

Loaded 5 or 6 times, taking those 45 seconds to build walls or try to slightly divert the biters. Still crashed 2-3 seconds after those turrets began shooting. Then I ran directly into the biter swarm before they got into shooting range, and dragged them to another turret wall. Did not crash. Triie...
by Reika
Mon Jan 22, 2018 10:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Tile limit reached, 16.16 worked
Replies: 9
Views: 5500

Re: [0.16.17] Save wont start :/

Opiboble wrote:There was a note in scripts about tiles, but wouldn't that also prevent me from creating a new map? I can create a new map just fine, just not spin up my current one...
Perhaps a tile changed names, and before the old one is cleared the new one is declared?
by Reika
Mon Jan 22, 2018 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Tile limit reached, 16.16 worked
Replies: 9
Views: 5500

Re: [0.16.17] Save wont start :/

So I just updated to 0.16.17 and I can no longer load my map:/ wasn't that long into it so not the end of the world... can start up new map no problem. So don't know what is up. Factorio Crash.PNG 16 new.zip I guess I will go back to work, for now lol. The game can only allow for 255 tile types; di...
by Reika
Mon Jan 22, 2018 10:29 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 21115

Re: [0.16.17] Crash one minute after loading save from 0.16.16

I am getting this too; I thought it was my new shield dome code. :P

https://pastebin.com/pe7M5W8a

Attached is a save. The mods are not likely required for the crash, if the above posts are correct.
by Reika
Sun Jan 21, 2018 8:26 am
Forum: Implemented mod requests
Topic: Noise expression system hooks
Replies: 6
Views: 2292

Noise expression system hooks

I spent a good deal of the past week digging through the noise expression system, and I believe I understand it and know how to use it, but right now everything worth doing is impossible because the system is effectively hardcoded. In particular, the noise-expression's "expression" objects...
by Reika
Fri Jan 19, 2018 5:35 am
Forum: Modding interface requests
Topic: Electric Network data
Replies: 1
Views: 914

Electric Network data

From what I can tell, there is no way to access this; you can get the LuaFlowStatistics, but that only seems to have data about total energy transfer since...forever(?), not anything useful like current generation by category or satisfaction fraction.
by Reika
Wed Jan 17, 2018 8:25 pm
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2775

Re: Non-square non-1x1 inserter giving constant error

eradicator wrote:Time for @Reika to do some more tests :P
Because of these and other problems, I ended up scrapping the entire entity, at least for now.
by Reika
Wed Jan 17, 2018 8:20 pm
Forum: Implemented mod requests
Topic: Fluid energy source
Replies: 24
Views: 7053

Re: Fluid energy source

ideally without other reactor behaviors like adjacency bonuses. Or the ability to configure those bonuses, if they exist, how strong they are, etc. neighbour_bonus = 1, --set to 0 to turn off? @bob: The energy interface is actually quite useful (though got less useful do to some performance related...
by Reika
Wed Jan 17, 2018 5:32 am
Forum: Implemented mod requests
Topic: Fluid energy source
Replies: 24
Views: 7053

Re: Fluid energy source

Not related to the current topic: From the other perspective, we only have 1 entity that generates heat (reactor, which uses a burner fuel source, meaning it can only burn items to make heat), and 2 entities to make power (solar panels with their special logic, and generators that only consume flui...
by Reika
Wed Jan 17, 2018 5:23 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425051

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

TheSAguy wrote:
Reika wrote:
The easiest way is the same as would be accomplished with the range-boost: An entity blacklist, since it is not a "real" turret anyways. What is its internal name?
The internal name is "AlienControlStation_Area"
[/quote]
Done.
by Reika
Tue Jan 16, 2018 9:12 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425051

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

@TheSAGuy Is there a reason I was never contacted about the terraformer/turret range boost conflict by you or anyone else? Or why you apparently opted to include a "these mods are incompatible" warning, then later change the terraformer to resolve that issue, but not remove the warning, w...
by Reika
Tue Jan 16, 2018 8:08 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425051

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

@TheSAGuy Is there a reason I was never contacted about the terraformer/turret range boost conflict by you or anyone else? Or why you apparently opted to include a "these mods are incompatible" warning, then later change the terraformer to resolve that issue, but not remove the warning, wh...
by Reika
Tue Jan 16, 2018 5:05 am
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2775

Re: Non-square non-1x1 inserter giving constant error

They're probably derived similar to fluid boxes (see this post ). I find those error messages pretty frustrating myself though. I suspected this, as I have run into that error myself, back when designing the geothermal wells. However, among the values I tried were ones that should meet that criteri...
by Reika
Tue Jan 16, 2018 4:12 am
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2775

Non-square non-1x1 inserter giving constant error

I am trying to make an entity of type inserter which has a size of 3x6, and no matter what I do, I cannot get the game to load, as it always halts with an "invalid insert vector, not a safe distance from the tile edge" error. No matter what positions I pick, I get this error. I have tried ...
by Reika
Mon Jan 15, 2018 9:56 pm
Forum: Implemented mod requests
Topic: Fluid energy source
Replies: 24
Views: 7053

Re: Fluid energy source

Count my vote in favor of this.
by Reika
Sun Jan 14, 2018 3:12 am
Forum: Modding interface requests
Topic: on_wire_placed
Replies: 10
Views: 3869

Re: on_wire_placed

What's the utility of such an event? How about a cached entity in the global table which is to be connected to a vanilla/other-mod entity to read/control, but wants to allow the player to specify connection? Right now the only alternative is to cache the unconnected entity in a "pending" ...
by Reika
Sun Jan 14, 2018 2:50 am
Forum: Modding interface requests
Topic: Event "on circuit wire connected"
Replies: 1
Views: 657

Event "on circuit wire connected"

Fired when an entity is connected to another - either by the player or mod script, ideally with a way to know which - with circuit wire. Would contain a table of both entities, a circuit network object, a wire color, and a player (if applicable), or some way to derive these values.

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