Search found 400 matches

by ownlyme
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...
by ownlyme
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.
by ownlyme
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...
by ownlyme
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 ...
by ownlyme
Fri Aug 30, 2019 6:00 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 41017

Re: Friday Facts #310 - Glowing Heat pipes

Philip017 wrote:
Fri Aug 30, 2019 5:30 pm
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!
im the guy who brought you immersive laser beam glow.
sorry for improving the game.
by ownlyme
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)
by ownlyme
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...
by ownlyme
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...
by ownlyme
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?
by ownlyme
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
by ownlyme
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...
by ownlyme
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...
by ownlyme
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
average/min/max of the last 100 ticks
https://stable.wiki.factorio.com/Debug_mode

Guess my mod isn't that optimized yet, somehow my max is over 1 (milliseconds?)
by ownlyme
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...
by ownlyme
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...
by ownlyme
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..
by ownlyme
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...
by ownlyme
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...
by ownlyme
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...
by ownlyme
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?

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