Search found 512 matches
- Fri Nov 08, 2019 12:59 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 8019
Re: Difficulty setting to scale science costs/alter mid-game tedium
Honktown is right. The complexity of blue and gold sciences increased quite a bit. The reduced iron/copper costs are a small benefit and blue probably ought to get a buff in the form of more net output. So maybe 2x cost and 3x output to match gold science.
- Wed Nov 06, 2019 2:05 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 8019
Re: Difficulty setting to scale science costs/alter mid-game tedium
Solar panels are crazy expensive. The payoff for solar is about 4 hours if you were to mine the coal instead of the iron/copper. To say nothing of the processing required to make the steel and circuits and batteries. For a vanilla game just trying to get a rocket, I'd recommend skipping them. Yes, a...
- Tue Nov 05, 2019 1:01 pm
- Forum: Modding interface requests
- Topic: on_pre_player_mined_tile event
- Replies: 0
- Views: 563
on_pre_player_mined_tile event
Use case: Detecting for players mining a tile that would make an entity placement invalid and destroy that entity.
Reference:
viewtopic.php?f=23&t=77571
Reference:
viewtopic.php?f=23&t=77571
- Tue Nov 05, 2019 12:21 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 362117
Re: [MOD 0.17] Industrial Revolution
Jesus Christ, I hate that basic/normal/expensive recipe syntax with a blazing passion. Fixed for next version, whenever that is. I know. Took me way too much trial and error to write this function that tries to interpret recipes. Feel free to use any or all of it if it helps cover more potential ed...
- Tue Nov 05, 2019 3:55 am
- Forum: Not a bug
- Topic: [0.17.75] Mining tiles destroys entities
- Replies: 1
- Views: 802
[0.17.75] Mining tiles destroys entities
Observed behavior: Mining a tile under an entity that would make that entity placement invalid destroys it. Expected behavior: Mining a tile that would make an entity placement invalid mines the entity first, preserving the entity and its contents. To recreate: Space Exploration has a scaffold tile ...
- Tue Nov 05, 2019 3:35 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 362117
Re: [MOD 0.17] Industrial Revolution
Industrial Revolution + Bot Servicing causes an error on startup: https://cdn.discordapp.com/attachments/306402592265732098/641117765545230339/unknown.png I use "recipe.normal=false" to denote that the recipe is only valid for expensive mode, which is valid but Industrial Revolution doesn'...
- Mon Nov 04, 2019 2:33 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 8019
Re: Difficulty setting to scale science costs/alter mid-game tedium
Maybe I've misjudged the power of efficiency modules. They're great for mines as those are on the forefront.
- Sun Nov 03, 2019 1:06 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134152
Re: Attacking biters with turrets makes all weapons pointless
Warptorio adds a ton of pollution as part of the scenario. Almost everything else about your experience means nothing outside of Warptorio because the scenario is designed to have oppressive biters.
- Sun Nov 03, 2019 12:53 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 8019
Re: Difficulty setting to scale science costs/alter mid-game tedium
I had taken a break and I I'm pretty deep in my first playthrough in a while. Of course it's modded and it adds a few things, but they're mostly late game so up until gold science the experience is still mostly vanilla. I didn't touch resource spawning settings or biter settings so it's all vanilla ...
- Thu Oct 31, 2019 8:09 pm
- Forum: Modding interface requests
- Topic: Rendering to render between tile layers
- Replies: 1
- Views: 767
Rendering to render between tile layers
I'd like to be able to draw over out-of-map tiles but under normal ground-tiles. The use case for this for example would be to draw a star field underneath a platform. This star field could be dynamically controlled in script with parallax layers or other features. Another feature I'd love to do is ...
- Thu Oct 31, 2019 8:02 pm
- Forum: Duplicates
- Topic: [0.17.74] rendering.render_layer does not support drawing under ground-tile.
- Replies: 3
- Views: 1033
Re: [0.17.74] rendering.render_layer does not support drawing under ground-tile.
Thanks for the code. I was hoping to render it with a dynamic position for parallaxing and add other features.
- Thu Oct 31, 2019 7:14 pm
- Forum: Duplicates
- Topic: [0.17.74] rendering.render_layer does not support drawing under ground-tile.
- Replies: 3
- Views: 1033
[0.17.74] rendering.render_layer does not support drawing under ground-tile.
I was trying to make the out-of map look a bit prettier. I tried using water-tile as the rendering layer but no luck. Also tried "0" and "1" as the documentation says this is valid. This is what I expected: https://i.imgur.com/QGFxeSr.png This is what I got: https://i.imgur.com/W...
- Wed Oct 30, 2019 1:03 pm
- Forum: Modding interface requests
- Topic: Bring back resource_prototype.autoplace_specification.coverage
- Replies: 13
- Views: 3994
Re: Bring back resource_prototype.autoplace_specification.coverage
Turns out coverage isn't even a data property, but an argument fed into the autoplace_specification generation function so that doesn't work either. Most of the data fed into the autoplace function is still there, just extremely difficult to parse since it turns it until a 3000 line table via multip...
- Mon Oct 21, 2019 1:46 pm
- Forum: Modding interface requests
- Topic: Bring back resource_prototype.autoplace_specification.coverage
- Replies: 13
- Views: 3994
Bring back resource_prototype.autoplace_specification.coverage
tl;dr I made heavy use of the coverage attribute for determining the relative frequency of ores and scaling my map generation based on this information. The API for ore prototypes needs its own interface to be usable. So I went down the rabbit hole of trying to figure out how ore generation works. F...
- Sun Oct 20, 2019 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Placing ghost over entity creates upgrade-request
- Replies: 0
- Views: 512
Placing ghost over entity creates upgrade-request
tl;dr make the ghost-placing tool work on existing entities When I'm upgrading my factory, I'll often click an item over a bunch of entities (e.g. Assembler 2 -> Assembler 3) to upgrade them. But if I run out of this item, the ghost entity instead says entity is in the way. If the ghost-entity inner...
- Sun Oct 13, 2019 10:56 am
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11876
Re: [0.17+] Warptorio2
Idea: Warp storage tech. Between floor chests will never be full. If they get too stuffed, items go to the "warp storage" inventory and can be retrieved by setting filters on unloaders. Idea: Cloned platform. Can be deployed multiple times. Cloned entities are in-operable and non-mineable ...
- Tue Oct 08, 2019 2:25 pm
- Forum: Ideas and Suggestions
- Topic: Migration: Map reverts tiles to hidden_tile, if exists
- Replies: 0
- Views: 518
Migration: Map reverts tiles to hidden_tile, if exists
TL;DR, the game knows what green-concrete SHOULD be if the mod is removed for whatever reason, so use that information. Specifically, when a mod that adds custom placed tiles is removed, the tile reverts to grass-1, but the map still retains the hidden-tile information. This hidden-tile information ...
- Tue Oct 08, 2019 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Create ghost for cursor while crafting by hand, replace by entity when crafted
- Replies: 6
- Views: 1442
Re: Create ghost for cursor while crafting by hand, replace by entity when crafted
+1 for the bluebuild recommendation. (What can I say, I'm biased.)
I too would love this change. if on player crafted, cursor stack is a ghost matching the item crafted, the cursor stack totally should be swapped.
I too would love this change. if on player crafted, cursor stack is a ghost matching the item crafted, the cursor stack totally should be swapped.
- Tue Oct 08, 2019 11:56 am
- Forum: Ideas and Suggestions
- Topic: Pathfinder scaling
- Replies: 0
- Views: 574
Pathfinder scaling
Can pathfinding be changed to scale better? I was on a server that had a lot of biters and most of them were just chilling out doing nothing. I saw an attack launched and that clued me into what was going on: https://steamuserimages-a.akamaihd.net/ugc/768351911010083739/E0492553B1DFD69581D89182FAE26...
- Wed Oct 02, 2019 1:04 am
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11876
Re: [0.17+] Warptorio2
Idea: Warp foundry. Furnaces built on this floor are swapped with a different prototype on build that has baked-in productivity. Maybe: Floor also gets the benefits of Warp Beacon tech.