Search found 435 matches

by Rahjital
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.
by Rahjital
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 ...
by Rahjital
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....
by Rahjital
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.
by Rahjital
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.
by Rahjital
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, ...
by Rahjital
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...
by Rahjital
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.
by Rahjital
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 ...
by Rahjital
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".
by Rahjital
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...
by Rahjital
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...
by Rahjital
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.
by Rahjital
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.
by Rahjital
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...
by Rahjital
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.
by Rahjital
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 ...
by Rahjital
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.
by Rahjital
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?
by Rahjital
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

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