Search found 435 matches

by Rahjital
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: ...
by Rahjital
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()
by Rahjital
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...
by Rahjital
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...
by Rahjital
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.
by Rahjital
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
by Rahjital
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.
by Rahjital
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...
by Rahjital
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...
by Rahjital
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...
by Rahjital
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...

Image
by Rahjital
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.
by Rahjital
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.
by Rahjital
Wed Dec 17, 2014 5:52 pm
Forum: Releases
Topic: Version 0.11.6
Replies: 51
Views: 49869

Re: Version 0.11.6

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. ;)
Tanks and power armour are both blue science, I wouldn't quite call that 'much later' :P
by Rahjital
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
by Rahjital
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.
by Rahjital
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...
by Rahjital
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... >.>
by Rahjital
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...
by Rahjital
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.

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