Search found 582 matches
- 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-...
- 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.
- Mon Feb 12, 2018 10:58 am
- Forum: Resolved Problems and Bugs
- Topic: Issue with bonuses
- Replies: 9
- Views: 5281
Re: Issue with bonuses
This is the first time I have seen one of my mods involved in a bug report.superhelicase wrote:Awesome I'm glad i could have been of help!
- 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...
- 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 :/
Perhaps a tile changed names, and before the old one is cleared the new one is declared?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...
- 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...
- 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.
https://pastebin.com/pe7M5W8a
Attached is a save. The mods are not likely required for the crash, if the above posts are correct.
https://pastebin.com/pe7M5W8a
Attached is a save. The mods are not likely required for the crash, if the above posts are correct.
- 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...
- 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.
- 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
Because of these and other problems, I ended up scrapping the entire entity, at least for now.eradicator wrote:Time for @Reika to do some more tests
- 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...
- 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...
- 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!
[/quote]TheSAguy wrote:The internal name is "AlienControlStation_Area"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?
Done.
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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" ...
- 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.