Search found 945 matches
- Tue Sep 19, 2017 6:01 pm
- Forum: Duplicates
- Topic: [0.15.34] Combinator set_signal cryptic error messages and docs
- Replies: 1
- Views: 721
[0.15.34] Combinator set_signal cryptic error messages and docs
From docs it would seem, that the `set_signal` method of the constant combinator control behavior takes two arguments: LuaConstantCombinatorControlBehavior Control behavior for constant combinators. set_signal(index, ConstantCombiantorSignal) Sets the signal at the given index Parameters index :: ui...
- Tue Sep 19, 2017 11:24 am
- Forum: General discussion
- Topic: float point and why it is used in factorio
- Replies: 20
- Views: 7605
- Mon Sep 18, 2017 5:34 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 8059
Re: [MOD 0.15] Scriptable Drones v0.1.0
Hi, it's nice to see such mod done. However, I did a peek into the code and there are some things I don't quite understand and some that I want to object to: --get pos local e = get_unit_data(self.uuid, "data", "entity") --gets entity reference local pos = shallowcopy(e.position)...
- Fri Sep 08, 2017 1:38 pm
- Forum: Balancing
- Topic: Radar scanning (and re-scanning) speed
- Replies: 35
- Views: 27331
Re: Radar scanning (and re-scanning) speed
How, young were we :P . And the thread still reads as it's from yesterday. Indeed, I really don't see radars becoming overpowered if their speed is upped. Even if you double that, it is still equivalent of a pair of current radars, and consumption wise it is on par with a couple of assemblers in a b...
- Thu Sep 07, 2017 9:54 pm
- Forum: Modding help
- Topic: AI firing accuracy
- Replies: 5
- Views: 2119
Re: AI firing accuracy
Game AI for turrets and units, which AAI utilizes, does not allow for misses. That is hardcoded part of the game. At least that was the case some time back. Flamethrower turrets don't seem to follow those limitations, but I don't remember devs saying anything about that changing. AAI implements auto...
- Wed Sep 06, 2017 9:55 pm
- Forum: Modding help
- Topic: Various newcomer to modding questions
- Replies: 2
- Views: 1294
Re: Various newcomer to modding questions
I'm not going to answer the fully, but you simply need to observe the vanilla prototypes more time and more closely. Fields you add generally will only work if you add them to entities of the same kind as those which you got the tag names from and into a similar position inside their data structure....
- Mon Sep 04, 2017 8:35 pm
- Forum: Modding help
- Topic: [Need Help] Adding Shields
- Replies: 5
- Views: 1846
Re: [Need Help] Adding Shields
You can use scripts to spawn entities which collision_box'es overlap. But the game lacks the concept "of on top". Unless you make your entities way smaller than force field range, biters will still be able to target the entity itself, and spiters will always be able to hit under the shield...
- Tue Aug 29, 2017 7:44 am
- Forum: Modding help
- Topic: [Need Help] Adding Shields
- Replies: 5
- Views: 1846
Re: [Need Help] Adding Shields
Well, you should consider what are "entities" you want to add shields to. A simple answer is: "you can only add shields as items to equipment grid, that is only vehicles and player-characters can have those". Of course you can always invoke the power of lua and try to implement s...
- Thu Aug 24, 2017 9:52 am
- Forum: Modding help
- Topic: How to make an ammo only usable in turrets?
- Replies: 2
- Views: 825
Re: How to make an ammo only usable in turrets?
Each shooting thing (turret,gun,vehicle-turret) has ammo category. It can use ammo of that category only. If you make your ammo into another category that is not "bullet", "shotgun-shell", "rocket", "liquid-ammo" (I believe), the player will not be able to use...
- Tue Aug 22, 2017 6:53 pm
- Forum: Implemented mod requests
- Topic: Combat robots life management
- Replies: 2
- Views: 952
Combat robots life management
When combat robots' lifetime runs out, they die but do not raise an event. Well, I'm making a mod that would benefit if they did as I want to differentiate between robots dying in battle and those dying of natural causes.
Also, there's no way to access their time_to_live .
Also, there's no way to access their time_to_live .
- Tue Aug 22, 2017 7:34 am
- Forum: Modding help
- Topic: Creating new entity that has 0kw consumption
- Replies: 7
- Views: 1447
Re: Creating new entity that has 0kw consumption
Much thanks for the work! btw, the variable e is never used, why is it there? to verify the r.next is there to simulate the radar scanning sector by sector? that's elegant! You are welcome. Unused e is a typo, I've intended to read position, force and surface from it, not from r: local e=r.entity l...
- Tue Aug 22, 2017 7:06 am
- Forum: Ideas and Suggestions
- Topic: worms spawn next to turrets and destroy them
- Replies: 4
- Views: 1917
Re: worms spawn next to turrets and destroy them
Well, with map zoom of 0.15 you have almost rts-like possibilities with dealing with that. You already have the roboports there, and, I believe, a supply of spare laser turrets (otherwise the setup like that would be a rather silly idea). Just ghost-place a few turrets a bit closer to enemies and wa...
- Mon Aug 21, 2017 9:36 am
- Forum: Modding help
- Topic: Creating new entity that has 0kw consumption
- Replies: 7
- Views: 1447
Re: Creating new entity that has 0kw consumption
Probably no. The game have things like this hardcoded to the very depth of it. This might have been uncalled for, but the following statement (implementing charting will be more problematic) caught my thought and I've spent fifteen minutes to prove the opposite: local TIME_TO_LIVE=271--seconds local...
- Sat Aug 12, 2017 6:04 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 70999
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
So, basically you've split requester chests into "requester chest lvl 1" and "requester chest lvl 2" so that "lvl 2" can pull items from "lvl 1" chests.
Can we also get chest levels 3,4,5... ?
Can we also get chest levels 3,4,5... ?
- Sun Jul 30, 2017 12:28 pm
- Forum: General discussion
- Topic: RPG map creation
- Replies: 3
- Views: 1640
Re: RPG map creation
A more vrbose explanation by several people is in this thread , but making a scenario is almost the same as making any other mod. I've also made a guide a while ago, which has a chapter on scenarios. I'm not currently capable of ensuring its complete compatibility to a current version, but from what...
- Mon May 08, 2017 8:40 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Over (not on) ground conveyor belts
- Replies: 1
- Views: 659
Re: [Request] Over (not on) ground conveyor belts
NaM (Not a Mod )
Dev power is needed to implement that.
Dev power is needed to implement that.
- Sun May 07, 2017 10:53 pm
- Forum: Modding help
- Topic: [SOLVED] on_load help
- Replies: 3
- Views: 1312
Re: on_load help
Well, it's easy, table and metatable relations are not saved. That is, upon load the table exists as if you had called setmetatable( mytable, nil) on it. Thus to make them work again, you need to find all the tables that used to have metatable and to set those again. For example: function Civ:load()...
- Sun Apr 02, 2017 3:59 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 6920
Re: Question about programming a mod
1) Fournace actually seems to me the more logic choice layout wise cause there is exactly 1 slot for the fuel and 1 for the cannon shells, though... I still have not a clear picture how the whole sprite system works. Can I just make an artillery turret out of a fournace and then have the whole rota...
- Sat Apr 01, 2017 6:39 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 6920
Re: Question about programming a mod
Factorio is done in such a way that it is impossible to "extend" prototypes. Usually you spawn several different entities together, each being of different type and covering some part of your envisioned mechanic. Canonic example would be Klonan's "ks power" mod in which there are...
- Thu Mar 30, 2017 9:55 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 6920
Re: Question about programming a mod
In my code I've missed
and
Code: Select all
table.insert(circle_squares,{x=-radius,y=0})
Code: Select all
table.insert(circle_squares,{x=0,y=-radius})