Search found 25 matches
- Mon Aug 31, 2020 2:19 am
- Forum: Modding help
- Topic: Trouble Modifying follower robot count tech
- Replies: 1
- Views: 749
Trouble Modifying follower robot count tech
I am attempting to modify the follower robot count bonus from the repeatable techs, using data.raw["technology"]['follower-robot-count-1'].effects = {type = "maximum-following-robots-count", modifier = 2} and getting the error error while loading technology prototype "follow...
- Sat Aug 29, 2020 11:52 pm
- Forum: Not a bug
- Topic: [1.0.0]Laser Shooting Speed not applied to combat robots
- Replies: 1
- Views: 840
[1.0.0]Laser Shooting Speed not applied to combat robots
Both Bullet Damage and Bullet Shooting Speed researches are applied to Defender robots, but only Laser Damage is being applied to Distractors and Destroyers, while Laser Shooting Speed is not.
- Sat Aug 29, 2020 7:04 am
- Forum: Won't implement
- Topic: Make combat-robot.time_to_live optional
- Replies: 7
- Views: 2244
Re: Make combat-robot.time_to_live optional
So i just tried math.huge and got an error along the lines of "value is outside allowed range", so it looks like that is out and 999999999 is in for the time being
- Sat Aug 29, 2020 4:41 am
- Forum: Won't implement
- Topic: Make combat-robot.time_to_live optional
- Replies: 7
- Views: 2244
Re: Make combat-robot.time_to_live optional
Im guessing math.huge is just the maximum possible value?
- Sat Aug 29, 2020 1:11 am
- Forum: Won't implement
- Topic: Make combat-robot.time_to_live optional
- Replies: 7
- Views: 2244
Make combat-robot.time_to_live optional
I would like to request that, if possible, time_to_live be changed from a mandatory property to an optional property for combat-robot entities. I could set the value to several million ticks but that just seems like a band-aid / workaround that would force the game to keep track of a few timers that...
- Tue Aug 25, 2020 3:58 pm
- Forum: Modding help
- Topic: Modifying laser beams
- Replies: 3
- Views: 1040
Re: Modifying laser beams
Yes like a poison capsule, but as splash damage from the laser on every "shot" not "do damage to enemies in a fixed area" if that makes any sense?
I will have a look at that mod as that seems to be the effect i am looking for.
I will have a look at that mod as that seems to be the effect i am looking for.
- Tue Aug 25, 2020 6:28 am
- Forum: Modding help
- Topic: Modifying laser beams
- Replies: 3
- Views: 1040
Modifying laser beams
Hey all, new modder here. I am trying to create a laser that deals moderate damage to its target, but also lower, continuous splash damage to entities near it. So far i have been trying to add this from the turret side, but have only succeded in giving the turret a single burst of damage to one targ...
- Tue Aug 25, 2020 1:50 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.0.0] [Mods]Personal Laser Defense with Minimum range doesn't retarget properly
- Replies: 1
- Views: 2966
[posila] [1.0.0] [Mods]Personal Laser Defense with Minimum range doesn't retarget properly
I am working on a mod that adds a PLD with a minimum range, and during testing I found that they simply stop functioning at all whenever there is a target within said minimum range, instead of the expected result of targeting something else that they can shoot at. I tested with flamethrower turrets ...
- Fri Aug 21, 2020 12:18 am
- Forum: Ideas and Requests For Mods
- Topic: Health Regeneration Equipment
- Replies: 0
- Views: 772
Health Regeneration Equipment
Title. Modular Armor equipment that gives player HP regen in combat, or can be equipped on Spidertron (or other modded vehicles with grids) to allow it to self repair without the need for bots. I see it being much slower and less energy intensive than shields or robot repair, but something that can ...
- Thu May 11, 2017 3:13 am
- Forum: Technical Help
- Topic: [0.15.10] Game crashes during load
- Replies: 9
- Views: 3122
Re: [0.15.10] Game crashes during load
Simillar issue. Game crashed at 89%. Rolling back to 0.15.9 solved it. Reupdating to 0.15.10 causes the same issue. 0.003 2017-05-10 23:13:48; Factorio 0.15.10 (build 29654, win64, steam) 0.003 Operating system: Windows 7 Service Pack 1 0.003 Program arguments: "C:\Program Files (x86)\Steam\ste...
- Tue Oct 18, 2016 4:40 pm
- Forum: Modding discussion
- Topic: What image editing software do you use?
- Replies: 7
- Views: 2797
What image editing software do you use?
So i recently got into modding, and im looking to pick up some image editing software - MS paint just doesnt quite cut it.
So i was wondering, what software do the modders around here typically use?
So i was wondering, what software do the modders around here typically use?
- Wed Sep 28, 2016 5:18 am
- Forum: Minor issues
- Topic: [0.14.4]Vehicle shields not inheriting vehicle resists
- Replies: 6
- Views: 2597
Re: [0.14.4]Vehicle shields not inheriting vehicle resists
Fix of this wouldn't be hard, but I have to think about the gameplay/balancing implications. Does it really make sense? I don't know Well if anything vehicles should definitely get the impact resists applied. Messing around in a shielded tank and over 3000 shields and half the remaining health inst...
- Tue Sep 27, 2016 12:18 am
- Forum: Modding help
- Topic: Extending Beam Duration
- Replies: 1
- Views: 1242
Extending Beam Duration
So im trying to get a continuous beam effect, much like the destroyers, using the same animation. I currently have everything working the way i would like it, however the beam only shows up for a split second. The destroyers have both their beam duration and cooldown set to 20, so i went with that i...
- Sun Sep 25, 2016 5:13 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 46342
Re: [MOD 0.14.2] Electric vehicles
hello, i would like to try the mod, but i have made a train and put 2x mk2 batteries and 1 fusion reactor in and still shows no fuel icon, batteries charge very fast and even added the HF coil and i don't understand why it doesn't move? might i recommend some ideas on what is happening in the no fu...
- Sat Sep 24, 2016 4:23 am
- Forum: Mods
- Topic: [0.14] Snare Mines
- Replies: 0
- Views: 1314
[0.14] Snare Mines
Name: Snare Mines Description: Modified land mines to slow down enemies caught in the blast zone, making them easy targets for turrets License: MIT Version: 0.1.3 Tested-With-Factorio-Version: 0.14.9 Category: Item Tags: land mines, slowdown Download: https://mods.factorio.com/mods/DRT99/snare-mine ...
- Wed Sep 21, 2016 3:30 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [Minor] Odd Flamethrower Turret Range Display
- Replies: 5
- Views: 3941
Re: [Minor] Odd Flamethrower Turret Range Display
You mean this? http://imgur.com/a/kJjs0 That's the area of the flamethrower range... That's not a bug - that's the area it can shoot. No, the curve of the minimum range and maximum range show up as straight lines, so it doesnt appear like an arc as in the image you posted. EDIT: http://imgur.com/a/...
- Tue Sep 20, 2016 7:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [Minor] Odd Flamethrower Turret Range Display
- Replies: 5
- Views: 3941
[Posila] [Minor] Odd Flamethrower Turret Range Display
Flamethrower turret range shows up as a trapezoid when mousing over it holding a deconstruction planner
- Tue Sep 20, 2016 6:18 am
- Forum: Modding help
- Topic: Modifying attributes of vanuilla items
- Replies: 2
- Views: 2196
Re: Modifying attributes of vanuilla items
This is incredibly helpful, thank you so much!
- Sat Sep 17, 2016 8:11 pm
- Forum: Modding help
- Topic: Modifying attributes of vanuilla items
- Replies: 2
- Views: 2196
Modifying attributes of vanuilla items
So bear with me here because i have absolutely no experience with making mods and at best kindergarden levels if experience with writing code. So im trying to write a mod that changes some values for vanilla items. I've poked around in some other mods and I think i understand how to add an attribute...
- Fri Sep 16, 2016 6:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Vehicle Machine Guns not getting fire rate bonuses
- Replies: 1
- Views: 2100
[Twinsen]Vehicle Machine Guns not getting fire rate bonuses
Bullet shooting speed bonuses don't seem to apply to vehicle machine guns, or if they do apply, it isn't stated on the mouse-over. While the SMG displays 15/s +XYZ/s, vehicles only display 15/s