Search found 435 matches
- Fri Dec 26, 2014 8:31 pm
- Forum: General discussion
- Topic: The Map Generator hates your guts, or dude where is my coal?
- Replies: 21
- Views: 23624
Re: The Map Generator hates your guts, or dude where is my c
It does, but only when biters are very close to you. Which they usually aren't by the end of the game.
- Thu Dec 25, 2014 10:53 pm
- Forum: Implemented mod requests
- Topic: [Request] event.onentitydamaged / event.onattack
- Replies: 5
- Views: 7113
Re: [Request] event.onentitydamaged / event.onattack
That's what i meant with " (basicly the info the player already gets shown to the right of the toolbar when biters attack. I guess there's something like an event already in the factorio source for this)" An event that gets triggered the first time the triangle thingy pops up, it already ...
- Thu Dec 25, 2014 7:09 pm
- Forum: Implemented mod requests
- Topic: [Request] event.onentitydamaged / event.onattack
- Replies: 5
- Views: 7113
Re: [Request] event.onentitydamaged / event.onattack
I don't think the onattack event is possible since that's not how the game mechanics work. When biters get the order to attack, they can be kilometres away from your base, and the event getting triggered at that time wouldn't be very usefull. For turrets attacking biters, you could simply use event....
- Wed Dec 24, 2014 11:28 pm
- Forum: Modding help
- Topic: Spawn Biter When Item Placed
- Replies: 19
- Views: 5660
Re: Spawn Biter When Item Placed
Yeah, unfortunately there is no generic onEntityCreated event. I think finding non-colliding positions is only possible through Lua code, and that can only be accessed through the onEntityPlaced event which doesn't work with capsules.
- Wed Dec 24, 2014 11:26 pm
- Forum: Modding help
- Topic: Redraw screen-tiles
- Replies: 2
- Views: 1184
Re: Redraw screen-tiles
Which version are you using? I think it's supposed to be fixed in 0.11.8, but I'm not quite sure.
- Wed Dec 24, 2014 11:01 pm
- Forum: Modding help
- Topic: Strange error in F mod - Can't solve
- Replies: 10
- Views: 2585
Re: Strange error in F mod - Can't solve
Thanks, now I know where the problem is. Could it be connected with that position-definition below? {event.createdentity.position.x-0.1,event.createdentity.position.y-0.1},{event.createdentity.position.x,event.createdentity.position.y} You could try making the search area larger. As far as I know, ...
- Tue Dec 23, 2014 11:37 pm
- Forum: Modding help
- Topic: Strange error in F mod - Can't solve
- Replies: 10
- Views: 2585
Re: Strange error in F mod - Can't solve
It's line 821 in control.lua, which is this: local rx1=(holes[1].position.x-(holes[1].position.x)%32)/32 It seems the holes table is empty, so holes[1] is nil. The holes table is initialized on line 819: local holes=game.findentitiesfiltered{area={{event.createdentity.position.x-0.1,event.createdent...
- Tue Dec 23, 2014 1:08 pm
- Forum: Releases
- Topic: Version 0.11.8
- Replies: 35
- Views: 48676
Re: Version 0.11.8
Not sure about 3+ multiplayer, but 32-bit links are still broken.
- Mon Dec 22, 2014 10:04 pm
- Forum: Releases
- Topic: Version 0.11.8
- Replies: 35
- Views: 48676
Re: Version 0.11.8
There's nothing hard about setting up refuel stations now. Just place a smart inserter taking fuel out of the car at the same time as another inserter will put it in - it will not work until you've got fuel in your trunk, so when it starts working, you'll know that the car is ready to go. Same with ...
- Mon Dec 22, 2014 8:51 pm
- Forum: Modding help
- Topic: Emissions Question
- Replies: 2
- Views: 1574
Re: Emissions Question
Remember that pollution is emissions multiplied by energy usage. If you have energy usage 420 kilowatt and want 3.6 pollution, it's a lot nicer to write "emissions = 0.03 / 3.5" than "emissions = 0.0085714285714285714285714285714286".
- Sun Dec 21, 2014 10:13 pm
- Forum: General discussion
- Topic: The Map Generator hates your guts, or dude where is my coal?
- Replies: 21
- Views: 23624
Re: The Map Generator hates your guts, or dude where is my c
The sole fact that with 'very low' setting I do get more than one resource in my starting location is a proof that we are not talking about any kind of 'random' resources generation. That is because the generator uses different settings for the starting area that make resources more likely to appea...
- Sun Dec 21, 2014 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: New Hope campaign level 3 car inventory
- Replies: 4
- Views: 2523
Re: New Hope campaign level 3 car inventory
I noticed in some Zisteau videos that also the shift/control clicking didn't work. I decided that this functionality is more important than having the possibility for simple refuel stations for cars, it will be solvable later with better circuit network possibilities. So car refueling is back to ho...
- Sun Dec 21, 2014 6:52 pm
- Forum: Modding help
- Topic: Spawn Biter When Item Placed
- Replies: 19
- Views: 5660
Re: Spawn Biter When Item Placed
Yes, you can create any entity type with it. Robots, units, assemblers, as long as it's an entity, it can be created.
- Sun Dec 21, 2014 4:32 pm
- Forum: Modding help
- Topic: Spawn Biter When Item Placed
- Replies: 19
- Views: 5660
Re: Spawn Biter When Item Placed
There is a much easier way: You can clone defender capsules and make them spawn biters instead of robots. No scripting required.
- Sun Dec 21, 2014 8:43 am
- Forum: General discussion
- Topic: Couple ideas for PvP style YouTube series
- Replies: 31
- Views: 8323
Re: Couple ideas for PvP style YouTube series
- /c game.player.character.force = game.forces.enemy - /c game.player.character.force.researchalltechnologies() - success (all recipes are unlocked as well) I've been experimenting with Xterminator and this works! Wonderful! Drs9999's way is definitely better since it also unlocks bonuses. Looks li...
- Sun Dec 21, 2014 6:54 am
- Forum: Mods
- Topic: [0.11.x] Magnet
- Replies: 26
- Views: 32208
Re: [0.11.x] Magnet
As long as the magnet equipment is in the power armour, yeah. I always found it quite annoying having to hold the magnet.
- Sat Dec 20, 2014 10:25 pm
- Forum: Modding help
- Topic: Making rotatable non-square containers
- Replies: 10
- Views: 4048
Re: Making rotatable non-square containers
If you aren't afraid of a bit of Lua scripting, you can make three entities. One of them would be the placeable placeholder that could be rotated, and the other would be the two possible orientations of the container. When the placeholder is built, you catch it with the onentitybuilt event, get its ...
- Sat Dec 20, 2014 10:21 pm
- Forum: Mods
- Topic: [0.11.x] Magnet
- Replies: 26
- Views: 32208
Re: [0.11.x] Magnet
With the new 0.11 features, it would be nice if one of the smaller magnets was a part of power armour.
- Sat Dec 20, 2014 10:12 pm
- Forum: General discussion
- Topic: How to limit FPS to 30?
- Replies: 13
- Views: 28862
Re: How to limit FPS to 30?
Does that really affect update rate or merely the speed at which things happen in the game?
- Sat Dec 20, 2014 3:16 pm
- Forum: Gameplay Help
- Topic: How do I deacrese manual crafting speed?
- Replies: 1
- Views: 1635
Re: How do I deacrese manual crafting speed?
Put this command into the console:
Code: Select all
/c game.players[1].force.manualcraftingspeedmodifier = 0.1