Search found 400 matches
- Sun Oct 06, 2019 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] Enemy tooltips show the same modifiers as the player
- Replies: 2
- Views: 1254
[Bilka] Enemy tooltips show the same modifiers as the player
Symptom: The tooltips of enemies always show the same ammo damage and gun speed modifiers that the player has. Reproducing code: (to be tested sequentially) /c game.player.force.set_ammo_damage_modifier("biological",1) game.player.surface.create_entity{name="small-spitter", posi...
- Sun Sep 01, 2019 2:05 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
Re: Friday Facts #310 - Glowing Heat pipes
all the realism doesn't matter as long as its fun and looks good, realism is just a tiny bonus.
just download https://mods.factorio.com/mod/RealisticReactors and have fun.
if you have any ideas for it that make sense, leave a comment there.
just download https://mods.factorio.com/mod/RealisticReactors and have fun.
if you have any ideas for it that make sense, leave a comment there.
- Sat Aug 31, 2019 2:37 am
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
Re: Friday Facts #310 - Glowing Heat pipes
Those heat pipes look nice and all but it just reminds me of how disappointed i am in the nuclear reactor system. I was hoping for a more design oriented system where you had to find a balance between an efficient reactor and a safe reactor. Where all of Factorio comes together to make or break you...
- Fri Aug 30, 2019 6:29 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
Re: Friday Facts #310 - Glowing Heat pipes
some people cant just be happy with the glowing pipes they need more immersion into the colors and brightness, but i think it looks great, so keep up the good work! don't worry, I give it a month before there is a mod allowing complete rbg control over the heat pipe glow color... and a week before ...
- Fri Aug 30, 2019 6:00 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
- Fri Aug 30, 2019 4:20 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
Re: Friday Facts #310 - Glowing Heat pipes
i don't think they'll add heat pipe damage, but it could be possible with a mod utilizing landmines maybe.. (thanks to conn11 for the idea)
- Fri Aug 30, 2019 3:51 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
Re: Friday Facts #310 - Glowing Heat pipes
but, then you would get people using heat pipes as part of their defense. ohhhh.. that sounds insanely cool! but we'd need some kind of environmental cooling to balance it. with lua scripts this is not really possible, it would eat way too many ups. (like canal builder does) edit: and the damage sh...
- Fri Aug 30, 2019 1:55 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
Re: Friday Facts #310 - Glowing Heat pipes
very nice concept, but i'd say it's not visually perfect yet. Especially i think it's too bright, and maybe the color tone could be slightly altered? dont know, maybe it's already perfect when it's darker. kinda like this? Also im missing on both images red-shifted colors based on temperature:[colo...
- Fri Aug 30, 2019 11:23 am
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41017
Re: Friday Facts #310 - Glowing Heat pipes
very nice concept, but i'd say it's not visually perfect yet.
Especially i think it's too bright, and maybe the color tone could be slightly altered? dont know, maybe it's already perfect when it's darker.
kinda like this?
Especially i think it's too bright, and maybe the color tone could be slightly altered? dont know, maybe it's already perfect when it's darker.
kinda like this?
- Fri Aug 30, 2019 10:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]sliders sometimes have wrong values after creation
- Replies: 4
- Views: 2747
Re: [Twinsen]sliders sometimes have wrong values after creation
what errors do you mean? the closing sprite i forgot to remove?
or that i declared local variables multiple times?
also it doesn't happen every time, that's why i included an nth tick event, you should actually see it after 5-10 seconds max
or that i declared local variables multiple times?
also it doesn't happen every time, that's why i included an nth tick event, you should actually see it after 5-10 seconds max
- Thu Aug 29, 2019 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]sliders sometimes have wrong values after creation
- Replies: 4
- Views: 2747
Re: sliders sometimes have wrong values after creation
I noticed that it's kinda impossible to reproduce this with a very simple frame, so here's some code that anybody can use to reproduce it: /c function fluid_gui(player,entity,mode) if player.gui.center["own_market_fluid_"..player.index.."_"..entity.unit_number] then player.gui.ce...
- Thu Aug 29, 2019 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]sliders sometimes have wrong values after creation
- Replies: 4
- Views: 2747
[Twinsen]sliders sometimes have wrong values after creation
im using this code: elem.set_slider_minimum_maximum(0,25000) elem.slider_value = global.entities[entity.unit_number].amount and it's randomly at max when it's created, even though my textfield next to it says 0 (so the value i'm assigning is 100% correct) (printing elem.slider_value after the creati...
- Tue Aug 27, 2019 3:34 am
- Forum: Implemented Suggestions
- Topic: [Already exists] Showing max. frame time for mods
- Replies: 4
- Views: 1663
Re: Showing max. frame time for mods
Oh.. you are right
Just found the wiki
Guess my mod isn't that optimized yet, somehow my max is over 1 (milliseconds?)
Just found the wiki
https://stable.wiki.factorio.com/Debug_modeaverage/min/max of the last 100 ticks
Guess my mod isn't that optimized yet, somehow my max is over 1 (milliseconds?)
- Mon Aug 26, 2019 4:21 am
- Forum: Implemented Suggestions
- Topic: [Already exists] Showing max. frame time for mods
- Replies: 4
- Views: 1663
[Already exists] Showing max. frame time for mods
Imo the ups values for mods are not really useful If you distribute your workload on multiple ticks, 1-2 UPS will have no impact at all. But if you do all your work on 1 tick, once per second, the user will notice annoying lagspikes. I'd suggest showing the maximum frame time in the last 1-2 seconds...
- Sun Aug 25, 2019 4:43 am
- Forum: Not a bug
- Topic: on_entity_destroyed event called AFTER n_th_tick
- Replies: 1
- Views: 641
on_entity_destroyed event called AFTER n_th_tick
i have one event with script.on_nth_tick(23, function(event) and one with script.on_event({defines.events.on_entity_died,defines.events.on_player_mined_entity,defines.events.on_robot_mined_entity},function(event) and the entity died event was called after the nth tick event, but you'd expect the ent...
- Fri Aug 23, 2019 10:43 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 113072
Re: Friday Facts #309 - Controversial opinions
if you don't know what to spend your time on, here are a few points:
- more modding possibilities
- more graphical assets
- fix multiplayer lag
in factorio2 you could add heightmaps, but for now i don't think it would turn out that well? dunno, age of empires2 is 2d too or? and it has heightmaps..
- more modding possibilities
- more graphical assets
- fix multiplayer lag
in factorio2 you could add heightmaps, but for now i don't think it would turn out that well? dunno, age of empires2 is 2d too or? and it has heightmaps..
- Fri Aug 23, 2019 8:09 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 113072
Re: Friday Facts #309 - Controversial opinions
Blueprint import/export should be a modded feature If this means you open up your gui a lot more, sure.. but otherwise - hell no. Imo most of the blueprint strings look stupid anyway because they do everything with underground belts and beacons. Weapons shouldn't lock on This sounds like a rabbitho...
- Tue Aug 20, 2019 8:51 pm
- Forum: Implemented mod requests
- Topic: adding collision layers
- Replies: 13
- Views: 3984
Re: adding collision layers
- trees that are only plantable in non-desert with the normal "cannot build here" functionality ( https://mods.factorio.com/mod/robot_tree_farm )
- https://mods.factorio.com/mod/CanalBuilder
- https://mods.factorio.com/mod/Hovercrafts
and many more...
- https://mods.factorio.com/mod/CanalBuilder
- https://mods.factorio.com/mod/Hovercrafts
and many more...
- Tue Aug 20, 2019 6:16 pm
- Forum: Implemented mod requests
- Topic: adding collision layers
- Replies: 13
- Views: 3984
Re: adding collision layers
if you increase it, can you please allocate it from a mod-specified string to a bit in the integer so mods don't have to guess which one is free? (i suggest doing it in the form of a really simple prototype?) {type="collision-layer", name = "modxyz's-layer"} 64 should be more tha...
- Tue Aug 20, 2019 6:03 pm
- Forum: Implemented mod requests
- Topic: adding collision layers
- Replies: 13
- Views: 3984
adding collision layers
For modders adding special functionality based on collision layers, it's a nightmare retaining compatibility with other mods.
Can you allow us to add more collision layers so each mod can add its own layer if he needs it?
Can you allow us to add more collision layers so each mod can add its own layer if he needs it?