Search found 25 matches

by spiro9
Sat Sep 28, 2024 1:13 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 71908

Re: Friday Facts #430 - Drowning in Fluids





And once again, I'll repeat my comment from "Fluids "2.0" topic - just make new system a setting or a mod to turn on/off. The fact that this simplified version of fluid handling is being forced on all players and not just the ones who'll buy SA is mindboggling to me.


I am sorry, but i ...
by spiro9
Fri Sep 27, 2024 12:18 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 71908

Re: Friday Facts #430 - Drowning in Fluids

Honestly, this is a huge setback. I'd prefer the existing system over any of the changes being presented.
For oil in particular, at this point, if Wube is going to go with this presented system, I'm just going to start setting up barreling to transport oil around. I'd much rather deal with that than ...
by spiro9
Sat Apr 13, 2024 5:40 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 48608

Re: Friday Facts #406 - Space Age Music


Yeah I feel like it might be quite a jarring switch once we get to the new Space Age areas.

I am aware that we only heard ~3% of WIP music and it certainly sounds good but I do hope that there is more to it that fits more with the unique style of the existing soundtrack and that not everything is ...
by spiro9
Fri Apr 12, 2024 9:41 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 48608

Re: Friday Facts #406 - Space Age Music

I have a fondness for orchestral/classical-style music, but I find myself not liking the examples shown. Taylor's work on the pre-existing Factorio soundtrack set a tone for the whole game that, musically speaking, the new tracks don't exactly compare to; this not to say the new work is bad, just ...
by spiro9
Fri Feb 09, 2024 7:15 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 86
Views: 64213

Re: Factorio is coming to Nintendo Switch™

My main beef is the total lack of mod support. I've gotten so used to playing with mods that not having them is a near-dealbreaker...
by spiro9
Tue Feb 06, 2024 8:50 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] ICBMs
Replies: 7
Views: 1852

Re: [IDEA] ICBMs




You might be looking for the mod Ballistic Missile :)

https://assets-mod.factorio.com/assets/c8ea3fd6ada719e73d68194ac9f812487673d459.png

I'll check this out.


Why didn't you respond to me saying that i'd happily make it?

Because if anyone was going to program it, I'd like to be the ...
by spiro9
Tue Feb 06, 2024 7:57 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] ICBMs
Replies: 7
Views: 1852

Re: [IDEA] ICBMs

Stringweasel wrote: Tue Feb 06, 2024 2:43 pm You might be looking for the mod Ballistic Missile :)

Image
I'll check this out.
by spiro9
Tue Jan 16, 2024 9:13 am
Forum: Modding interface requests
Topic: Ammo range modification
Replies: 11
Views: 2320

Re: Ammo range modification

My mod actually has zero dependencies. I run a check for other mods but there is no need for those mods to be present. The only reason I can think of regarding other mods overriding the behavior of mine is, my attempt to ensure my mod loads last by appending 'zzzzzz' was futile.
by spiro9
Tue Jan 16, 2024 8:47 am
Forum: Modding interface requests
Topic: Ammo range modification
Replies: 11
Views: 2320

Re: Ammo range modification




You can set the max range for the projectiles under action delivery.

https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html


attack_parameters = {
ammo_type = {
category = "laser",
target_type = "entity",
action = {
type = "direct",
action_delivery = {
type ...
by spiro9
Tue Jan 16, 2024 8:37 am
Forum: Modding interface requests
Topic: Ammo range modification
Replies: 11
Views: 2320

Re: Ammo range modification


You can set the max range for the projectiles under action delivery.

https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html


attack_parameters = {
ammo_type = {
category = "laser",
target_type = "entity",
action = {
type = "direct",
action_delivery = {
type ...
by spiro9
Mon Jan 15, 2024 11:19 pm
Forum: Modding interface requests
Topic: Ammo range modification
Replies: 11
Views: 2320

Re: Ammo range modification

BraveCaperCat wrote: Mon Jan 15, 2024 10:59 pm Use ammo_type.range_modifier, as said by the first reply to your post.
This does not fix the issue.
by spiro9
Mon Jan 15, 2024 10:48 pm
Forum: Modding interface requests
Topic: Ammo range modification
Replies: 11
Views: 2320

Re: Ammo range modification


You want to change the range during the control stage -- is that correct? ... Properties like "turret_range" or "radar_range" belong to LuaEntityPrototype and are read-only. You can modify these, but only on starting the game (during data stage).


Nope. I'm doing all of my changes in data-final ...
by spiro9
Mon Jan 15, 2024 11:37 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] ICBMs
Replies: 7
Views: 1852

[IDEA] ICBMs

I know the MIRV mod does something similar to this idea, but something is just not as satisfying about having to launch a satellite with a limited number of uses, as actually individually manufacturing rockets, payloads, etc. and assembling them in a dedicated silo.

Not to mention watching a ...
by spiro9
Mon Jan 15, 2024 11:30 am
Forum: Modding interface requests
Topic: Ammo range modification
Replies: 11
Views: 2320

Ammo range modification

I'm not sure if this has ever been discussed, nor if this was intentional or just oversight, but I've noticed there's no way to change an individual ammo item's set range, despite the fact that other ranges throughout the game can be configured with mods. Enabling ammo ranges to be tweaked alongside ...
by spiro9
Sat Oct 28, 2023 10:55 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 79807

Re: Friday Facts #381 - Space Platforms

My main question is, are the platforms' limitations going to be modifiable by end users, or are they strictly hard-coded?
I feel it'd be a fun challenge to play a modded game of Factorio with the end goal of building a space base, so not just transportation platforms but a dedicated logistics hub ...
by spiro9
Mon Aug 28, 2023 7:01 pm
Forum: Implemented mod requests
Topic: No more than 255 tiles?
Replies: 21
Views: 11270

Re: No more than 255 tiles?

Rseding91 wrote: Mon Aug 28, 2023 4:00 pm As part of the Space Age work we had to bite the bullet and change tiles to support up to 65'000~ tiles. It means more memory used and potentially save file size but it's now going to be there.
Rseding91 wrote: Mon Aug 28, 2023 4:00 pm up to 65'000~ tiles.
Holy tile space, Batman!
by spiro9
Sat Aug 26, 2023 2:52 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 128959

Re: Friday Facts #373 - Factorio: Space Age

With space being added to the progression alongside several new planets, is it possible that the 255-tile limitation will be upped? The new tiles needed for these planets and for the space platforms will create problems for mods like Alien Biomes, which already have problems enough with that ...
by spiro9
Mon Aug 21, 2023 7:20 am
Forum: Implemented mod requests
Topic: No more than 255 tiles?
Replies: 21
Views: 11270

Re: No more than 255 tiles?


It's not going to happen. It would be a memory and performance hit for *every single base game player regardless of them using mods* - that's not going to happen.


Wouldn't this be inevitable in the future, anyways? If a major content update is ever released, or Factorio nears the end of its ...
by spiro9
Thu Apr 28, 2022 8:18 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 48709

Re: [1.1] Bob's Mods: General Discussion



Would it be fine to build "addon mods," as it were, which piggyback off the library and other bob's mods code, without actually containing any of that code within themselves? There's some convenient functions in there that would be nice to work with while I'm starting out, but I don't want to ...
by spiro9
Thu Apr 28, 2022 7:15 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 48709

Re: [1.1] Bob's Mods: General Discussion

Would it be fine to build "addon mods," as it were, which piggyback off the library and other bob's mods code, without actually containing any of that code within themselves? There's some convenient functions in there that would be nice to work with while I'm starting out, but I don't want to build ...

Go to advanced search