Search found 435 matches
- Sat Dec 20, 2014 3:11 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8420
Re: Couple ideas for PvP style YouTube series
- I researched all technologies for (the now) enemy-player via console -> all techs are researched Yeah, but the recipes don't get unlocked, the enemy player still has only the basic recipes even with all techs researched. That's why you need to unlock them manually through the consoles. Fun Fact: ...
- Sat Dec 20, 2014 9:41 am
- Forum: General discussion
- Topic: Where are the stone walls?
- Replies: 3
- Views: 1614
Re: Where are the stone walls?
Stone walls need to be researched now. If you are running an old save, there's a chance you may not see the stone wall research topic. If that's the case, you can use this console command to fix it:
Code: Select all
/c game.player.force.resettechnologies()
- Sat Dec 20, 2014 7:55 am
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8420
Re: Couple ideas for PvP style YouTube series
Destroyers look really weird when they drift around with a player sprite. However, it's really easy to mod capsules to spawn biters instead. Watching biter battles is surprisingly fun! There's also a quirk I noticed - the biters I spawned saw and attacked biters nests at really long distance, even u...
- Fri Dec 19, 2014 10:47 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8420
Re: Couple ideas for PvP style YouTube series
I can't test whether it works in MP at this time. It does work, but it screws up research for the enemy player, he has only the starting items unlocked. If you don't mind having all items researched from the beginning, you can use the console to unlock all recipes for both forces /c for k, v in pai...
- Thu Dec 18, 2014 11:42 pm
- Forum: General discussion
- Topic: Laser Turrets and their Speed Upgrades
- Replies: 17
- Views: 6640
Re: Laser Turrets and their Speed Upgrades
Perhaps it's some sort of strange integer rounding behaviour? Either way, it sounds like it belongs to the bug report subforum.
- Thu Dec 18, 2014 11:07 pm
- Forum: Modding help
- Topic: Removing Enemy Armor
- Replies: 4
- Views: 1204
Re: Removing Enemy Armor
Try this:
Code: Select all
data.raw["unit"]["medium-biter"].resistances = nil
- Thu Dec 18, 2014 8:55 pm
- Forum: Show your Creations
- Topic: Controlling liquid consumption priority
- Replies: 23
- Views: 53133
Re: Controlling liquid consumption priority
Oh, that should work just fine, unless there is some quirk with liquid flowing from tank to tank. I think BeltRunner put the space there to fit that electric pole in.
- Thu Dec 18, 2014 2:37 pm
- Forum: Balancing
- Topic: Balancing of Capacities of Containers
- Replies: 67
- Views: 37425
Re: Balancing of Capacities of Containers
Saying things need to change because (quoting) "this ratio makes no sense" is a bit silly in the context of Factorio. This is a game where a simple SMG is more expensive to built than a gun turret with a forever lasting internal power source, target detection and tracking and friend-or-foe...
- Thu Dec 18, 2014 1:53 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 70492
Re: Friday Facts #64 The plans
Yeah, the combinatorial factory building of the game but on a spaceship where every last tile of space counts? That sounds great! It would directly reward space efficiency and would be an interesting challenge compared to building on ground. What sounds lacking is what you are supposed to do with th...
- Thu Dec 18, 2014 1:01 pm
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 49869
Re: Version 0.11.6
It was like that from 11.3, which was the first version I played. I was quite disappointed by it, but then I thought that it was to prevent the Military-2 research becoming obsolete. Which it probably wouldn't happen anyway, considering tank shells need plastic and steel...
- Thu Dec 18, 2014 12:13 pm
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 49869
Re: Version 0.11.6
Is that a 0.11.7 thing? Because, um...
- Thu Dec 18, 2014 11:38 am
- Forum: Show your Creations
- Topic: Controlling liquid consumption priority
- Replies: 23
- Views: 53133
Re: Controlling liquid consumption priority
That would break it because the low priority output would get no liquid.
- Wed Dec 17, 2014 6:49 pm
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 49869
Re: Version 0.11.6
Yeah, but you only need them against big biters, everything else falls pretty quickly to normal shells.
- Wed Dec 17, 2014 5:52 pm
- Forum: Releases
- Topic: Version 0.11.6
- Replies: 51
- Views: 49869
Re: Version 0.11.6
Tanks and power armour are both blue science, I wouldn't quite call that 'much later'Nova wrote:And you can get the tank much earlier than the power armor and the combat shotgun with piercing rounds, krux02. Many things stop being useful in the game, the tank is one of them.
- Wed Dec 17, 2014 12:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] Car accelerationperenergymodifier is read-only
- Replies: 1
- Views: 730
[0.11.6] Car accelerationperenergymodifier is read-only
The accelerationperenergymodifier Lua variable of car entities is read-only despite being read-write in 0.10; the other two car Lua properties (frictionmodifier and consumption modifier) are still read-write, so this seems to be a mistake done when car entities were rewritten for 0.11
- Wed Dec 17, 2014 12:14 pm
- Forum: Resolved Problems and Bugs
- Topic: New Hope campaign level 3 car inventory
- Replies: 4
- Views: 2539
Re: New Hope campaign level 3 car inventory
This bug seems to have been introduced in 0.11.6 when car got the roof mounted machinegun. Still, it's strange that the insert command only fills the ammo slot and not the trunk. Perhaps it could use some fixing as well.
- Tue Dec 16, 2014 10:20 pm
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8420
Re: Couple ideas for PvP style YouTube series
You know, you could try spawning a character of force.enemy and then have one player posses it. If that worked, you would have true PvP with shooting each other, seperate research, etc. It wooooorks! At least in singleplayer, that is. I can't test whether it works in MP at this time. Just use these...
- Tue Dec 16, 2014 10:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] Cars no longer pushed by belts
- Replies: 6
- Views: 1962
Re: [0.11.6] Cars no longer pushed by belts
Yes, it indeed did. I just never got around to reporting it until now... >.>
- Tue Dec 16, 2014 10:14 am
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 15342
Re: Modpacks - doing it right
I'm glad ssilk created this topic. Modpacks are new and there may be some issues with them, so it's his job as the moderator to at least create a discussion about it, even if the consensus is that everything is fine already. Thank you for this, ssilk, it's much appreciated :) Modpacks are a very goo...
- Tue Dec 16, 2014 8:30 am
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8420
Re: Couple ideas for PvP style YouTube series
You know, you could try spawning a character of force.enemy and then have one player posses it. If that worked, you would have true PvP with shooting each other, seperate research, etc.