yes, they doHmmm. But they do start to produce fish when you're close to them,
or not at all?
but when ill far away - they not
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$ diff config.lua_DIST config.lua 44,47c44,47 < fish_reproduction_chance = 0.06, < fish_die_chance = 0.07, < fish_die_chance_increase_per_fishery = 0.06, < reproduction_interval = 40 * SECONDS, --- > fish_reproduction_chance = 1.06, > fish_die_chance = 0.00, > fish_die_chance_increase_per_fishery = 0.00, > reproduction_interval = 10 * SECONDS,
This is great! I haven't even got to the stage of luxury meals yet xD although I admit every time I find a game-breaking bug I restart from scratch.Quazar wrote:Wanted to share my solution to Luxury Meals and see what you guys think. Almost 1.4k tuna casserole per minute. The bakeries don't really need all that speed but (as with everything) we didn't tune those but just made too many to be sure
Requires 6 arms at the portal so that part is fun too since the goals require a few replications.
Thanks for explaining that.ljdp wrote: As per the fisheries, yeah they could probably do with a re-design. It seems Factorio doesn't simulate fish when they're far away (which makes sense). Water purity is just how not polluted the area around the fishery is, Fish amount is the number of fish currently near the fishery (which wont update if you're far away), yield is a combination of the two above (modified for nearby fisheries) plus a coefficient from the config.
Slightly useless information but no. Minecraft spawners will unload like anything else when the entire chunk is unloaded, but even when they ARE loaded and having their 'tick' event polled they do an intintional distance check for the nearest player and only spawn if someone is found within their target min/max range. ((source: i used to mod minecraft and one of my mods was harvesting souls that you could attach to spawners you found to change what they spawn so im familiar with their behavior))Quazar wrote:Yikes it's like how a spawner won't do anything in Minecraft unless you're standing in or near the chunk?
Then back to menu screen.Error while running the event handler: __homeworld__/actors/belt_actor.lua:13: LuaEntity API call when LuaEntity was invalid.
That's just the story of all software development.Tanzom wrote:Yea i got the same error - Error while running the event handler: __homeworld__/actors/belt_actor.lua:13: LuaEntity API call when LuaEntity was invalid. - upon loading the save game. Its like, every time you fix one problem, another 2 come out
Please tell me someone is looking into this. I started the mod, spent hours building my city then this. Restarted game built city and now this again. I really enjoy the mod but don't want to start over again.ljdp wrote:That's just the story of all software development.Tanzom wrote:Yea i got the same error - Error while running the event handler: __homeworld__/actors/belt_actor.lua:13: LuaEntity API call when LuaEntity was invalid. - upon loading the save game. Its like, every time you fix one problem, another 2 come out
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show_gui = function() for i,player in pairs(game.players) do Homeworld:show_gui(i) end end,