Search found 63 matches
- Sat Feb 29, 2020 3:37 pm
- Forum: Not a bug
- Topic: [0.18.9] Bots repairing damaged enemies?
- Replies: 2
- Views: 1100
Re: [0.18.9] Bots repairing damaged enemies?
oops, you can delete this post
- Sat Feb 29, 2020 3:14 am
- Forum: Not a bug
- Topic: [0.18.9] Bots repairing damaged enemies?
- Replies: 2
- Views: 1100
[0.18.9] Bots repairing damaged enemies?
I am running 0.18.9. I have noticed that my robots are trying to repair the damaged enemies. See my screenshot https://imgur.com/a/HBD7syX or a more modded version https://youtu.be/LcmBhm9C7j4 https://i.imgur.com/pkGq3On.png Similar behavior seen with Necromant, Rampant, NE Evolved. 0.757 Loading mo...
- Tue Feb 25, 2020 3:15 am
- Forum: Modding help
- Topic: New smelting entities - advice on approach
- Replies: 7
- Views: 2301
Re: New smelting entities - advice on approach
I am missing something that should be right in front of me :roll: I define the new entity, recipe and technology for "cdmo-stone-furnace": --define new entity local fn1 = table.deepcopy(data.raw["furnace"]["stone-furnace"]) fn1.name = "cdmo-stone-furnace" fn1....
- Mon Feb 24, 2020 7:47 pm
- Forum: Modding help
- Topic: New smelting entities - advice on approach
- Replies: 7
- Views: 2301
Re: New smelting entities - advice on approach
I have made the new entities using the deep copy step.
Next is to figure out the data.raw change to redirect a vanilla ore from vanilla burner to my custom burner
Next is to figure out the data.raw change to redirect a vanilla ore from vanilla burner to my custom burner
- Sun Feb 23, 2020 6:51 pm
- Forum: Modding help
- Topic: New smelting entities - advice on approach
- Replies: 7
- Views: 2301
Re: New smelting entities - advice on approach
Yes deepcopy. Recipe: change name and result Item: change name and place_result Entity: change name and minable.result Best practice is to add a prefix to the name to avoid incompabilities with other mods. I.e. "trblz-dirty-furnace" What does item.place_result do? Wiki mentions "Name...
- Sun Feb 23, 2020 6:00 pm
- Forum: Modding help
- Topic: New smelting entities - advice on approach
- Replies: 7
- Views: 2301
New smelting entities - advice on approach
I want to make a copy of the vanilla smelters to tweak some settings (extreme pollution). What is the best way to do this? Do a deep copy of data.raw and then update some values (like pollution rate, graphics and research)? How do I assign a modded item only to work for the new entities and not the ...
- Tue Feb 04, 2020 3:25 am
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 19441
Re: [MOD 0.15.x] Necromant
https://mods.factorio.com/mod/necromant-trblz
/edit: update - my fix was merged with the original mod https://mods.factorio.com/mod/necromant
- Sat Oct 19, 2019 5:13 pm
- Forum: Ideas and Suggestions
- Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
- Replies: 8
- Views: 3137
Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Most of the suggested difficult options would be quite incompatible with the lower tiers and therefore make multiplayer matchmaking harder and more exclusive. I even think, that newer players would be more hinderd by such changes, too get in touch or learn from more expirienced players. Although ha...
- Sun Sep 15, 2019 5:26 pm
- Forum: Mods
- Topic: [Mod 0.17+] Echo Combinator
- Replies: 3
- Views: 1949
Re: [Mod 0.17+] Echo Combinator
https://mods.factorio.com/mod/echo-combinator The default name that it is listening to is "Alexa", altough you can change this in the options. You can use any item, fluid, virtual signal or recipe. If it's a recipe, the output will be the results of the recipe. It also works with linked i...
- Sun Sep 15, 2019 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
- Replies: 8
- Views: 3137
Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
I like the current Setting for the reason i can choose what i want for my game experience. There is always a learning curve in every game and i fail to see how easier recipes would change that. For me an easy recipe like basic oil processing (crude in, petroleum out) means I don't have to think abo...
- Sat Sep 14, 2019 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
- Replies: 8
- Views: 3137
Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
TL;DR Add Game Difficulty setting in Vanilla - easy, normal, difficult What ? In the recent FFFs, there have been a lot of improvements suggested/implemented in the game to make the learning curve less steep for new players. Examples are the anti-fluid mixing changes ( FFF-312 and before), the Oil ...
- Fri Sep 13, 2019 1:35 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 71539
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I'm more concerned about the "perfectly grid aligned" aspect of the pattern. Looks like 4 mini-tiles per tile, perfectly parralell to normal tiles. Maybe it'd help to turn the grid 45Β°? or make the lines a bit more wavy. I like your idea so I just made a quick mockup to test it out. Here'...
- Sat Sep 07, 2019 5:31 pm
- Forum: Not a bug
- Topic: [0.17.42] Recipe with probability has other result as befor the update
- Replies: 3
- Views: 1551
Re: [0.17.42] Recipe with probability has other result as befor the update
This thread is the closest i can find an answer to my question. In latest beta: Let's take Chemical Plant as example: ingredients: 5x steel-plate, 5x iron-gear-wheel, 5x electronic circuit, 5x pipe Now i am looking for the following probability behavior: Input: 5x steel-plate, 5x iron-gear-wheel, 5x...
- Mon Sep 02, 2019 7:22 pm
- Forum: Modding discussion
- Topic: Recipe output probabilities - how does it work?
- Replies: 8
- Views: 3613
Re: Recipe output probabilities - how does it work?
Following your comment about probability in the 0 - 1 range If i use: results = { {type="item", name="main-product", probability=0.8, amount=1}, --this is the main product with 80% probability to succeed {type="item", name="by-product1", probability=0.2, amoun...
- Mon Sep 02, 2019 6:39 pm
- Forum: Modding discussion
- Topic: Recipe output probabilities - how does it work?
- Replies: 8
- Views: 3613
Re: Recipe output probabilities - how does it work?
I am using the mod library as a bases for my own changes. The good thing of this lib is that i don't have to create a full library of new items. The recipes are added through the following procedure (in recipe.lua) function apm.lib.utils.recipe.result.add_with_probability(recipe_name, result_name, r...
- Mon Sep 02, 2019 5:14 pm
- Forum: Modding discussion
- Topic: Recipe output probabilities - how does it work?
- Replies: 8
- Views: 3613
Recipe output probabilities - how does it work?
I want the output of my recipe products to work as followed using probabilities. Here's an example where the main product has 80% probability ("chance to succeed") and 20% probability to fail. results = { {type="item", name="main-product", probability=0.8, amount=1}, --...
- Sun Sep 01, 2019 4:10 pm
- Forum: Modding help
- Topic: Assembly Machine - Recipe and output probabilities
- Replies: 2
- Views: 1550
Re: Assembly Machine - Recipe and output probabilities
hmm....ok - thanks for confirming this.eradicator wrote: βSun Sep 01, 2019 3:06 pm Machines can not influence the content of a recipe (except for speed/productivity). They merely "execute" it, so you'll have to use a different recipe category + recipe prototype for each "chance level".
- Sun Sep 01, 2019 3:01 pm
- Forum: Modding help
- Topic: Assembly Machine - Recipe and output probabilities
- Replies: 2
- Views: 1550
Assembly Machine - Recipe and output probabilities
I am working on a mod where all machines will create waste/scrap. Its a twist on Amator Phasma's Recycling mod The idea is that all machines/smelters will produce waste/scrap and depending on the machine level, the chances for waste/scrap goes down but never to zero. The vanilla formula for green ci...
- Sat Aug 24, 2019 2:12 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 128578
Re: Friday Facts #309 - Controversial opinions
Here's my approach/2 cents: in the attempt to make Factorio easier for beginners, I am afraid you're loosing some of the more experienced players. Simplifying the oil production or Pipes should work like electricity. All of these make it easier and more predictable for beginners. However for a more ...
- Sun May 05, 2019 3:07 am
- Forum: PyMods
- Topic: Py Beginner advice - map settings / bus
- Replies: 30
- Views: 11780
Re: Py Beginner advice - map settings / bus
This is good information
Does anyone have a save file i can use to test? Prior to 0.17 my laptop was not running well with Py-mods due to the highres requirements. Now my laptop works fine with a 5k SPM base.
Does anyone have a save file i can use to test? Prior to 0.17 my laptop was not running well with Py-mods due to the highres requirements. Now my laptop works fine with a 5k SPM base.