Search found 400 matches

by ownlyme
Wed Mar 04, 2020 3:09 pm
Forum: Modding help
Topic: [Guide] Tips & Tricks for modding Factorio
Replies: 2
Views: 1014

[Guide] Tips & Tricks for modding Factorio

After making over 40 mods, i thought it was time to write down what i've learned. 1. Don't use deepcopy on base game files Other mods that got loaded before yours and don't respect point 3 might have changed them and suddenly you have to deal with the new update-target not being compatible or other ...
by ownlyme
Sat Feb 22, 2020 4:13 am
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 23882

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

biters dont give money anymore? xD
thanks for ruining your scenario so my mod looks even more compelling :P
https://mods.factorio.com/mod/Wave_Defense_Unlimited
by ownlyme
Sun Feb 16, 2020 7:29 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 605725

Re: Accumulator / Solar panel ratio

from my ingame tests (0.18) it seems to be slightly more than 0.84, more like 0.8407 ...
and your base may only consume 69.99% of your solar panel's production
by ownlyme
Wed Feb 12, 2020 2:59 pm
Forum: Resolved Problems and Bugs
Topic: Documentation page: AttackParameters.ammo_category should be ammo_categories
Replies: 2
Views: 866

Documentation page: AttackParameters.ammo_category should be ammo_categories

Since 0.18 i think, the ammo_category of all weapons is nil game.print( i.." "..tostring(gun_inventory[i].prototype.name)) game.print( i.." "..tostring(gun_inventory[i].prototype.attack_parameters.ammo_category )) game.print( i.." "..tostring(gun_inventory[i].prototype....
by ownlyme
Sat Feb 01, 2020 9:53 pm
Forum: Won't fix.
Topic: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
Replies: 4
Views: 1389

Re: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed

wow ... i stripped everything except the animated dummies and when i spam rockets it TANKS the performance... whats going on here??
they are type explosion with huge collision boxes (like 128x128 or so).. i can upload a demo tomorrow... i think you might find this interesting
by ownlyme
Sat Feb 01, 2020 7:28 pm
Forum: Won't fix.
Topic: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
Replies: 4
Views: 1389

Re: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed

sorry i meant bilka.. wasn't very concentrated after splitting 4 spritesheets into 16^^ but i'm still glad i didn't have to use them... still the solution isn't very elegant to use the collision box for that because now i can't really make my scorchmarks collide with water... w/e doesn't look so muc...
by ownlyme
Sat Feb 01, 2020 5:28 pm
Forum: Won't fix.
Topic: [0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed
Replies: 4
Views: 1389

[0.18.2] (Minor Bug) Triggeraction:: create-entity + offsets = delayed

when i create the offsets by using a shift in the sprite, everything is synced. But when i do it by declaring offsets in the create-entity trigger action, often something will be delayed by 1 tick. Screenshot_2.png source_effects = { ... { type = "create-entity", entity_name = "MCRR-u...
by ownlyme
Sat Feb 01, 2020 5:20 pm
Forum: Modding help
Topic: Big entities popping in
Replies: 3
Views: 817

Re: Big entities popping in

ok then its just a little bit ridiculous that we waste our collision box for that..^^
by ownlyme
Sat Feb 01, 2020 3:58 pm
Forum: Modding help
Topic: Big entities popping in
Replies: 3
Views: 817

Big entities popping in

It's now the third time i'm struggling to create an entity that is so big that it causes glitches when the player moves out of the sight range. I wish there was a parameter for rendering distance or drawing box (not this useless (?) thing: https://wiki.factorio.com/Prototype/Entity#drawing_box) My w...
by ownlyme
Sat Feb 01, 2020 1:17 pm
Forum: Resolved Problems and Bugs
Topic: Light sources stop rendering too soon if out of view
Replies: 6
Views: 2706

Re: Light sources stop rendering too soon if out of view

this is a huge problem for modders... i wish the drawing_box property did fix this..
by ownlyme
Sat Jan 25, 2020 6:23 pm
Forum: Resolved Problems and Bugs
Topic: Creeps forget their command sometimes, and don't get removed on command failed
Replies: 4
Views: 3023

Re: Creeps forget their command sometimes, and don't get removed on command failed

i created an additional script that iterates over all my units and re-assigns commands if their current command type is wandering (is this new that we can read their command? if so, thank you)
it might not be perfect but for me it works like this..
by ownlyme
Sat Jan 25, 2020 6:16 pm
Forum: Minor issues
Topic: [0.18.1] min_range has to be >= projectile_creation_distance or might get ignored
Replies: 2
Views: 1127

[0.18.1] min_range has to be >= projectile_creation_distance or might get ignored

try the following: 1. add force = "not-same" to the area action of "explosive-cannon-projectile" (safety first^^) 2. the vanilla min_range of "explosive-cannon-shell" is 5, so we'll set our projectile_creation_distance of the "tank-cannon" to 6 OR: 2. the vani...
by ownlyme
Sat Jan 25, 2020 5:24 am
Forum: Documentation Improvement Requests
Topic: better trigger/actiondelivery documentation
Replies: 4
Views: 1465

better trigger/actiondelivery documentation

it's pretty unusable.. i'm serious .. sorry :/ especially it should be structured in a reasonable way .. maybe some kind of virtual sandbox where you can just put something together, seeing what goes in where... and the descriptions are not always too comprehensive btw: the force: "not-self&quo...
by ownlyme
Fri Jan 24, 2020 8:57 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 63707

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

i'm glad you didn't change the inventory/controller gui, would have been a pain in the butt to calculate the new dimensions for my market mod...
by ownlyme
Fri Jan 24, 2020 4:40 pm
Forum: Modding help
Topic: (0.18) layer transparency?
Replies: 0
Views: 476

(0.18) layer transparency?

i had this script: variation.trunk={layers={{ filename = "__robot_tree_farm__/graphics/dugup2.png", priority = "extra-high", width = 51, height = 38, scale = 0.5, frame_count = (variation.trunk.frame_count or 1), tint= {r=0.7-0.5*i/(TREE_LEVELS/10),g=0.7-0.5*i/(TREE_LEVELS/10),b=...
by ownlyme
Thu Jan 23, 2020 4:19 pm
Forum: Not a bug
Topic: (0.18) ghosts weirdness (no bug.. sorry my fault)
Replies: 2
Views: 714

Re: (0.18) ghosts weirdness

oohh wait
i think i changed my force when i tested it..
sorry.. really embarassing
by ownlyme
Thu Jan 23, 2020 3:59 pm
Forum: Not a bug
Topic: (0.18) ghosts weirdness (no bug.. sorry my fault)
Replies: 2
Views: 714

(0.18) ghosts weirdness (no bug.. sorry my fault)

not sure if this is intentional, because it seems to fix my other request https://forums.factorio.com/viewtopic.php?f=23&t=71527 ("blueprint allies"), but when i place a ghost by script and assign a force, and that force is not "enemy" (which all ghosts currently run under), ...
by ownlyme
Thu Jan 23, 2020 2:16 pm
Forum: Not a bug
Topic: (0.18) clouds with damage = 0 don't trigger event
Replies: 7
Views: 1351

Re: (0.18) clouds with damage = 0 don't trigger event

that did the trick, thanks :)
source_entity always seems to be correct
by ownlyme
Thu Jan 23, 2020 2:01 pm
Forum: Not a bug
Topic: (0.18) clouds with damage = 0 don't trigger event
Replies: 7
Views: 1351

Re: (0.18) clouds with damage = 0 don't trigger event

hmm the event doesn't contain a "target" or "target_position" variable.. am i doing it wrong? (it does seem to trigger for every target) { type = "direct", action_delivery = { type = "instant", target_effects = { type = "nested-result", action = { ty...

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