Search found 1024 matches

by Honktown
Fri Dec 13, 2019 4:10 pm
Forum: Modding discussion
Topic: Mod suggestions
Replies: 1
Views: 723

Re: Mod suggestions

I've only heard about Bob's in regards to the 'logistic hell' and time it can take. I've never tried Bob's, Angel's, or Pyanodons but I hear people talk about them in the same vein.
by Honktown
Fri Dec 13, 2019 6:52 am
Forum: Ideas and Suggestions
Topic: List base and modified speed on labs
Replies: 0
Views: 514

List base and modified speed on labs

Labs only show modifier, and not their base value or modified result. Everything else shows the other two, ya know? It could be called "Research Speed" or "Researching Speed" (the internal name).

Edit: concrete reasons: I can't compare base lab and other labs. There.
by Honktown
Fri Dec 13, 2019 5:22 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 30054

Re: Removing fluid temperature - thoughts?

I played around a lot with temperatures while making my physics mod. My ultimate conclusion is that, as things are, the *only* real dependency for temperature is the "max temp" value of the consumer (most of the time energy, but there's also the case of using steam to make things, where c...
by Honktown
Fri Dec 13, 2019 3:59 am
Forum: Ideas and Suggestions
Topic: Make right click to craft 10 instead of 5
Replies: 14
Views: 6589

Re: Make right click to craft 10 instead of 5

I was thinking about trying to make a mod with a number box, to [enter] how many [right click makes]. It could be anchored to the bottom part of the inventory, under where requests usually go. If someone else wants to do it, go ahead, I've got other stuff I'm thinking about first. Edits to make it a...
by Honktown
Fri Dec 13, 2019 3:54 am
Forum: Technical Help
Topic: Steam Account Link Lost on Lost Factorio Account
Replies: 2
Views: 737

Re: Steam Account Link Lost on Lost Factorio Account

He can also do the same for Steam: provide the bank/pay information, etc. Factorio's one game, his steam account probably had a bunch more right? Steam Support is generally helpful and responsive. If his account wasn't hacked, it's a lot more likely he's an honest user trying to get an old account b...
by Honktown
Fri Dec 13, 2019 3:50 am
Forum: Technical Help
Topic: [15.37] Error when trying to host server: "Determining own address has failed."
Replies: 10
Views: 18944

Re: [15.37] Error when trying to host server: "Determining own address has failed."

I have excact same problem. Please let us give factorio an port and ip (dns). Other games let you set this up in the config. https://forums.factorio.com/viewtopic.php?f=49&t=55454 hey, Damm even I am having a similar kind of issue, I have searched all over the internet and even have posted on n...
by Honktown
Fri Dec 13, 2019 3:32 am
Forum: Modding help
Topic: Do an operation each n tick not submitted with on_tick event
Replies: 13
Views: 2921

Re: Do an operation each n tick not submitted with on_tick event

+ performance is much better than using modulo or some other form of calculation on the entire array to find the current pointer With modulo, you can modulo by the update rate to find the 'bucket' that you want to update, instead of checking the modulo for each key value: local on_tick = function(e...
by Honktown
Thu Dec 12, 2019 11:49 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

Semi-related, how is player gun information stored? I went looking for that and it's not in player, and character information redirects me to entities, which I don't see a weapon-inventory for (I can check the prototypes - not for the character). @nosports NOT THE BEEEEEEEEEES (it can be a script ev...
by Honktown
Thu Dec 12, 2019 11:40 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

However, artillery wagons and turrets have their weapon as a name https://forums.factorio.com/viewtopic.php?f=28&t=78012 Even if you could change or add guns, it wont necessarily behave how you think it will. Don't say something's impossible when someone's already doing it. For the third and fi...
by Honktown
Thu Dec 12, 2019 10:34 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

I forgot to add, I don't necessarily even desire an entity be able to switch to another weaponry (as in it doesn't need a variable/offset/address for which weapon it's currently using). On the actual side of using this idea, someone and I were talking about using different ammunition for a targeting...
by Honktown
Thu Dec 12, 2019 10:17 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

Anything which can have a weapon should be able to use guns = {}. Let anything use guns = {} attribute Which one do you want? Anything, or only things with weapons? If the latter, what is a weapon? Your small biter example suggests that attack parameters are weapons, would that be the correct gener...
by Honktown
Thu Dec 12, 2019 9:41 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

Incorrect, the target finder is owned and operated by the hosting entity, and it applies properties to the target finder based on what the weapon gives it. Even if your AI had 100 weapons, it would still only use one target finder. No. There is a single function which determines whether we can atta...
by Honktown
Thu Dec 12, 2019 8:20 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

Or in other words, here's an NPC/AI entity that has a built-in target finder and navigation system. No, the targeting system is owned by the weapon and projectile . It is why the weapon has a range, and although that projectile didn't have it, the projectiles can have what they target: anti-ground,...
by Honktown
Thu Dec 12, 2019 7:17 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

I don't really understand what you are suggesting, so i hope this is on the right track. You're making an assumption here that, because .guns appears to you to be a self contained program (which it isn't), that .guns should be put on anything. First - you haven't defined the parameters here very we...
by Honktown
Thu Dec 12, 2019 6:46 am
Forum: Modding help
Topic: Do an operation each n tick not submitted with on_tick event
Replies: 13
Views: 2921

Re: Do an operation each n tick not submitted with on_tick event

My preferred way to spread entity iteration over multiple ticks would be to use a global associative array and use next. function OnTick(event) if global.Entity_Index and not global.MyEntities[global.Entity_Index] then -- the index is no longer valid, probably because the associated entity was remo...
by Honktown
Thu Dec 12, 2019 6:37 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Re: Let anything use guns = {} attribute

But you usually don't have human operators sitting in Factorio turrets. :-) Funny you say that, I was playing with some data.raw and tried to convert a turret into a stationary vehicle with multiple guns. The results were about as good as you would expect. In most games, you just have to deal with ...
by Honktown
Thu Dec 12, 2019 5:03 am
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.79] Crash from modded vehicle grid attacking itself
Replies: 4
Views: 3093

Re: [0.17.79] Crash from modded vehicle grid attacking itself

Got bored and tried it. When outside the vehicle, by doing /c game.players[1].force = game.forces[2] the vehicle starts attacking me and kills me. I was trying to enter it but I cannot enter 'enemy' vehicles. HOWEVER. When I was in the vehicle, and did the same thing, the tank killed itself, explode...
by Honktown
Thu Dec 12, 2019 4:05 am
Forum: Won't implement
Topic: Let anything use guns = {} attribute
Replies: 19
Views: 4078

Let anything use guns = {} attribute

I was messing with a problem someone else and I were privately talking about - that a turret only takes one ammo category. It got me thinking, why does anything need an attack_parameters with specific attack behavior at all? I understand for legacy reasons. Vehicle logic already exists for multiple ...
by Honktown
Thu Dec 12, 2019 2:03 am
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.79] Crash from modded vehicle grid attacking itself
Replies: 4
Views: 3093

Re: [0.17.79] Crash from modded vehicle grid attacking itself

Whoops. Thought I was in the technical help section. Sorry for a staff member that might get pissy with me. My best guess is equipmentgrid.cpp either itself didn't consider the entity may not exist (not sure if the dead player still exists) or that since Schall's Gun Pod doesn't do a valid() before ...
by Honktown
Thu Dec 12, 2019 1:55 am
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.79] Crash from modded vehicle grid attacking itself
Replies: 4
Views: 3093

Re: [0.17.79] Crash from modded vehicle grid attacking itself

Guessing, the friend/ceasefire of the entity aren't changed when the player's force is updated (which makes sense). What happens if you're out of a vehicle? (presumably it attacks you, but not itself?) A possible crash is because the player might be in a weird limbo - it exists in the vehicle, but i...

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