I believe I tried that on the console and it had no effect. I think that may be read only. I can check my scrollback logs later on my test box.steinio wrote:Code: Select all
settings.global["rso-biter-generation"] = false
Search found 144 matches
- Tue May 08, 2018 4:33 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO and disable biter generation mid-game
- Replies: 11
- Views: 5649
Re: RSO and disable biter generation mid-game
- Tue May 08, 2018 2:45 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO and disable biter generation mid-game
- Replies: 11
- Views: 5649
Re: RSO and disable biter generation mid-game
I found settings.global["rso-biter-generation"] in the source which controls whether biters are created. Can I disable this mid-game using the lua console, like changing ore settings? There is a setting in Settings -> Mods -> Map While I appreciate that, I'm asking about in Lua. I'm worki...
- Tue May 08, 2018 10:01 am
- Forum: Modding help
- Topic: Trigger bug aggro
- Replies: 0
- Views: 532
Trigger bug aggro
I'm trying to trigger the (vanilla AI) bugs to attack the player. I've tried using entity.damage including the player's force against a nearby hive, and that did not trigger the bugs to react. I tried applying flame to the hive via create_entity again with the player force and they did not react. Wh...
- Tue May 08, 2018 9:59 am
- Forum: Resource Spawner Overhaul
- Topic: RSO and disable biter generation mid-game
- Replies: 11
- Views: 5649
RSO and disable biter generation mid-game
I found settings.global["rso-biter-generation"] in the source which controls whether biters are created. Can I disable this mid-game using the lua console, like changing ore settings?
- Thu Apr 26, 2018 2:44 pm
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 94997
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
Just put down a second train stations in parallel and continue your belts. If that still doesn't consume the blue belt add a third. Space is at a premium. I've done lines of stations before in other situations, unfortunately here I have only the one. Too bad wagons fit so awkwardly together or I'd ...
- Thu Apr 26, 2018 2:43 pm
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 94997
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
Has anyone made designs for loading as many blue belts as possible into a wagon? I have a simple loading taking in 6 blue belts per wagon, but they clearly are not consumed fast enough. https://imgur.com/b87gaTM You'd need to have to squeeze in 10 inserters per wagon side. Not an easy task. Feel fr...
- Thu Apr 26, 2018 2:22 pm
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 94997
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
Has anyone made designs for loading as many blue belts as possible into a wagon? I have a simple loading taking in 6 blue belts per wagon, but they clearly are not consumed fast enough.
https://imgur.com/b87gaTM
https://imgur.com/b87gaTM
- Mon Apr 09, 2018 6:49 am
- Forum: Combinator Creations
- Topic: Logistics belt, crafting fun without bots.
- Replies: 4
- Views: 3618
Re: Logistics belt, crafting fun without bots.
Edytu I have worked about the same problem and solve a lot of problem above. It is not end but I think I am closer than you. The screenshots are great! Mind giving a fuller explanation of what it does? It looks like you are pulling from your main bus on demand for a row of assemblers. I had conside...
- Wed Mar 28, 2018 10:41 am
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 33276
Re: [0.15] Folks Factorio Fabrications
On the latest Factorio 0.16.35 with folk's shuttle 0.2.0 the shuttle menu pops up briefly and immediately disappears every time it is opened. You never have time to select a train. Any suggestions?
- Mon Mar 26, 2018 5:23 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92727
Re: [MOD 0.15] ModuleInserter 2.0.0
Second: I assume you mean the "proxy chest" I'm using? With my mods/Module Inserter alone, there's no way to produce them in an automated way (i think?) I changed the fuel value to 0 anyways So I'm using No Hands Crafting, and I made the "Module Inserter" (cursor?) for your mod ...
- Mon Mar 26, 2018 3:40 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Pretty Fair Resources
- Replies: 29
- Views: 10589
Re: [MOD 0.15.x] Pretty Fair Resources
PrettyFairResources generates resources in concentric square "rings". So, when you reveal territory that is far enough out to be in the next square ring, it generates the resources for that square ring, including in ALL directions around the origin. It then stores all of the stuff that is...
- Sat Mar 17, 2018 3:18 am
- Forum: Mods
- Topic: [MOD 0.15.x] Pretty Fair Resources
- Replies: 29
- Views: 10589
Re: [MOD 0.15.x] Pretty Fair Resources
We are doing a playthrough with PFR in 0.16, and have been encountering very poor save and catch up performance. Rseding looked at our save on IRC, and identified that our script.dat file in our savegame is 89MB, while our level.dat is only 75MB. On analyzing the data in script.dat, 85MB of it is l...
- Fri Mar 16, 2018 12:45 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Pretty Fair Resources
- Replies: 29
- Views: 10589
Re: [MOD 0.15.x] Pretty Fair Resources
We are doing a playthrough with PFR in 0.16, and have been encountering very poor save and catch up performance. Rseding looked at our save on IRC, and identified that our script.dat file in our savegame is 89MB, while our level.dat is only 75MB. On analyzing the data in script.dat, 85MB of it is la...
- Thu Mar 15, 2018 3:28 pm
- Forum: Technical Help
- Topic: Regarding autosave and non-blocking
- Replies: 1
- Views: 1244
Re: Regarding autosave and non-blocking
To reply to myself after some experimentation, I have found the following: - The server can be configured to use non-blocking autosave, and this saves nicely and consistently. - I can send "/save" to the server process on standard IN (ie: the console) and it will do a BLOCKING save to the ...
- Thu Mar 15, 2018 2:00 pm
- Forum: Technical Help
- Topic: Regarding autosave and non-blocking
- Replies: 1
- Views: 1244
Regarding autosave and non-blocking
I understand this is an experimental feature for the headless Linux server. Is there a way to use experimental non-blocking saves, but then do a blocking (safer) save once an hour or at a scheduled interval? Our megabase map is starting to take a long time for save and I would be interested in using...
- Wed Mar 14, 2018 4:20 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92727
Re: [MOD 0.15] ModuleInserter 2.0.0
I noticed two things. If you have an entity with modules missing (blue icon), new module configurations don't replace it and you have to manually cancel the blue modules missing notice, or remove and replace the entity. Second the module inserter cards have a 4 MJ fuel value and cost nothing to prod...
- Tue Jan 23, 2018 1:15 am
- Forum: Combinator Creations
- Topic: Logistics belt, crafting fun without bots.
- Replies: 4
- Views: 3618
Re: Logistics belt, crafting fun without bots.
Regarding delay, yes, it's not meant for speed. It's mean to reduce belt complexity for crafting adhoc items. I define adhoc items as items we use only for building the base, not for throughput intensive items and situations (ie: not science packs and intermediate products). This has plenty of time ...
- Tue Jan 23, 2018 12:12 am
- Forum: Combinator Creations
- Topic: Logistics belt, crafting fun without bots.
- Replies: 4
- Views: 3618
Logistics belt, crafting fun without bots.
Given all the hype of bots vs belts recently, I thought I'd convert my adhoc crafting mall from being part of my main bus to a logistics belt driven facility. Images, diagrams, and blueprint string here: https://imgur.com/a/Geavw I'm quite happy with how it has turned out! I'm certain it's been done...
- Fri Jun 09, 2017 4:37 pm
- Forum: Not a bug
- Topic: Many unfinishable constructions clogging Roboport building
- Replies: 3
- Views: 1520
Re: Many unfinishable constructions clogging Roboport building
To confirm, bot tasks will be delayed even across different logistics networks when there are many outstanding tasks (ie: the task queue is global and impacted by the large number). My use case is I have a remote expansion with a small dedicated roboport which isn't repairing it's walls despite havi...
- Sun Apr 16, 2017 10:14 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200793
Re: Support - Uranium Power
You really don't want to do that. I'm waiting for the 0.15 patch so I can integrate the turbine changes. Turbines will no longer use steam-generator prototype. They will instead use something called electric-interface prototype. It's like an accumulator that you can tune in-game on the fly. I will ...