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by Veden
Sun Aug 28, 2016 6:12 pm
Forum: Modding help
Topic: surface.get_chunks() iterator single call ?
Replies: 11
Views: 2734

Re: surface.get_chunks() iterator single call ?

if global.refresh_chunk == nil then global.refresh_chunks = surf.get_chunks() end global.refresh_chunk = global.refresh_chunks(nil, nil) if global.refresh_chunk ~= nil then local chunk = global.refresh_chunk local a = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}} gives you ...
by Veden
Sun Aug 28, 2016 5:21 pm
Forum: Modding help
Topic: surface.get_chunks() iterator single call ?
Replies: 11
Views: 2734

Re: surface.get_chunks() iterator single call ?

According to https://wiki.factorio.com/index.php?tit ... _Lifecycle functions can be serialized but cannot contain upvalues (closures) which I believe iterators have to do to maintain state across function calls.
by Veden
Sun Aug 28, 2016 4:52 pm
Forum: Modding help
Topic: surface.get_chunks() iterator single call ?
Replies: 11
Views: 2734

Re: surface.get_chunks() iterator single call ?

The following is how I got around the iterator in Rampant. function onChunkGenerated(event) if (event.surface.index == 1) then chunks[#chunks+1] = event end end so when a chunk is generated you store that into a list in global. local surface = game.surfaces[1] for chunk in surface.get_chunks() do on...
by Veden
Fri Aug 26, 2016 9:04 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 320137

Re: [MOD 0.13.17] Rampant - 0.0.5

In my current game I have a group of probably 200+ that were scared of me after killing a few. I think you should have a threshold, if the group is a certain size, it gets harder for them to retreat. The threshold to retreat. OR maybe have a random kamikaze where they all out attack, to try an over...
by Veden
Fri Aug 26, 2016 8:17 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 320137

Re: [MOD 0.13.17] Rampant - 0.0.5

Here's a video [1] at 54% evolution with the retreat oscillation. This happened about 15-20 times before I decided to record the video. Eventually they decided to attack but by then their numbers were thinned substantially (you can see the pile of bodies from the previous oscillations). That swarm ...
by Veden
Thu Aug 25, 2016 10:16 pm
Forum: Modding help
Topic: [Solved]Multiplayer Desyncing
Replies: 1
Views: 745

Re: [Solved]Multiplayer Desyncing

It turns out that I had a local reference declared at the top of the module to math.random (i.e.)

local mRandom = math.random

This was causing different values to be generated between the clients and the changes didn't manifest until the command was issued which resulted in a desync.
by Veden
Thu Aug 25, 2016 5:03 pm
Forum: Modding help
Topic: [Solved]Multiplayer Desyncing
Replies: 1
Views: 745

[Solved]Multiplayer Desyncing

I'm looking for some assistance at understanding and fixing the desync issue that seems to keep happening when issuing commands to entities or unit groups. in the attached file the two following commands: aiAttack.squadAttackLocation, aiBuilding.formSquads consistently desync when the command is iss...
by Veden
Thu Aug 25, 2016 2:07 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 320137

Re: [MOD 0.13.17] Rampant - 0.0.5

As an aside, do you know if it is vanilla, NE, or your mod that triggers nest attacks when a tree is chopped down? I can predictably control waves of enemies by avoiding tree hacking. That is NE. The retreating is based on the evolution level, so the higher it goes the more killing that is required.
by Veden
Thu Aug 25, 2016 12:18 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 320137

Re: [MOD 0.13.17] Rampant - 0.0.4

So after thinking about it, I'm going to make the Big Wooden Pole from Bio Industries act like the rail that regenerates. My logic, the biters thinks its a tree :) http://i.imgur.com/ZARrAS7.png Sounds like a plan to me I played a little last night with NE+Rampant+RSO. There are two observations--t...
by Veden
Tue Aug 23, 2016 5:24 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 320137

Re: [MOD 0.13.17] Rampant - 0.0.4

TheSAguy: You noted future plans for tunnelers.. For some reason I'm just not the biggest fan of that. Maybe if I see it in action. But that got me thinking, you could implement the following. When the biters attack, some could bury themselves. This could give those biters very high resistances, th...
by Veden
Tue Aug 23, 2016 3:13 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 320137

[MOD 0.13.17+] Rampant

Rampant [*] Name: Rampant [*] Factorio-Version: 0.13.17+ [*] Description: Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses nonhomi...
by Veden
Wed Aug 03, 2016 3:38 am
Forum: Modding help
Topic: Turning off enemy force AI
Replies: 2
Views: 1076

Re: Turning off enemy force AI

If I set ai_controllable to false and kill all the units, no additional base seem to form, but unit groups still attack polluted areas. Changing the expansion flags works for preventing new bases as well. At the moment, I am just using the peaceful mode to prevent all actions, so I can program my own.
by Veden
Mon Aug 01, 2016 9:47 pm
Forum: Modding help
Topic: Tile Replacement Question
Replies: 4
Views: 1223

Re: Tile Replacement Question

If you use
surface.set_tiles(New_tiles, false)
then it wont try to correct the tiles surrounding the changed tiles, but it may lead to the tiles looking funny.
by Veden
Mon Aug 01, 2016 12:05 am
Forum: Modding help
Topic: Turning off enemy force AI
Replies: 2
Views: 1076

Turning off enemy force AI

Is it possible to turn off the biter ai?

I found the force ai_controllable boolean and switched it to false, however, it doesn't seem to prevent biter unit group formations when nest are exposed to pollution.

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