Search found 79 matches
- Sun Feb 02, 2020 3:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.18.3] Wave Defense scenario won prematurely
- Replies: 5
- Views: 2899
[Klonan] [0.18.3] Wave Defense scenario won prematurely
I was playing Wave Defense killing spawners, when the scenario suddenly said I had won, despite there being a large number of biters/spawners to the south. Here's the post-victory map , showing all those biters to the southwest. The scenario claimed I won as soon as I eliminated the last spawner in ...
- Sun Feb 02, 2020 3:16 am
- Forum: Modding help
- Topic: Is it possible to alter an on_entity_damaged event?
- Replies: 4
- Views: 1686
Re: Is it possible to alter an on_entity_damaged event?
Depending on what you're trying to do, you can modify the damaged entity's health instead, to either undo or increase the damage. E.g. to negate the damage, just add back event.final_damage_amount to the entity's health: event.entity.health = event.entity.health + event.final_damage_amount It's not ...
- Sun Feb 02, 2020 12:06 am
- Forum: Modding help
- Topic: Can I trigger an attack action from a script event?
- Replies: 3
- Views: 1527
Can I trigger an attack action from a script event?
I'm trying to have the equivalent of a discharge defense/land-mine attack go off on a script-defined trigger (say, when a character drops below a certain hp %). When looking around, I've found plenty of threads on how to define new attack types in the data stage, but I'm not sure how to trigger thos...
- Sat Feb 01, 2020 11:25 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22657
Re: Friday Facts #332 - More sounds & Map color tweaks
Now that I've had the chance to actually play a game with the new sounds, I have some mixed feelings. In many cases, the new sounds are an improvement. I like the changes to nuclear reactor setups, accumulators (especially accumulators which were incredibly noisy pre-0.18) and some other things. I d...
- Fri Jan 31, 2020 4:04 am
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 26445
Re: Version 0.18.3
Since 0.18.2, whenever a player is killed by biters, they continue playing their new sound on loop (which starts to overlap and get distorted) for the full ten seconds of the respawn countdown, even on single-player when there's nothing else around. I'm not sure if that's intentional, but it's odd t...
- Wed Jan 29, 2020 2:59 am
- Forum: Modding help
- Topic: attempt to index global 'sounds' (a nil value)
- Replies: 3
- Views: 892
Re: attempt to index global 'sounds' (a nil value)
I think you're trying to reference the base mod's sound files, correct? If so, don't you have to point it at base? Without that, it's looking in your mod for a demo-sounds file. From the breaking change thread: local sounds = require("__base__.prototypes.entity.demo-sounds") This worked fo...
- Fri Jan 24, 2020 7:44 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 63870
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
We made 0.18 a major version because it will break mods with all the changes we are making, and while initially it hasn't broken that much, many things to come will have a bigger impact, such as the Character GUI. Does this mean that later 0.18.x releases will break mods again? I think you should t...
- Thu Jan 23, 2020 10:27 pm
- Forum: Modding help
- Topic: Supporting multiple Factorio (Major) versions
- Replies: 34
- Views: 7658
Re: Supporting multiple Factorio (Major) versions
This all relies on, as others mentioned, API stability. Wube is of course free to follow any versioning scheme you guys want, but I'm personally a fan of SemVer. I'd like to see API backwards compatibility be preserved between any 0.18.x version, until a 0.19.x comes out, at which point you may int...
- Thu Jan 23, 2020 11:28 am
- Forum: Modding help
- Topic: Supporting multiple Factorio (Major) versions
- Replies: 34
- Views: 7658
Re: Supporting multiple Factorio (Major) versions
I think a big question is: what does the post-1.0 landscape look like? Will there continue to be major refinements to the game, with potentially game-breaking changes, or are they going to be the more minor sort once official release has passed? If it's the latter, then a multi-version system doesn'...
- Wed Jan 22, 2020 10:16 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 77632
Re: Version 0.18.0
Was looking forward to many of these improvements though I’m also surprised it was released so early. From the change notes (haven’t played .18 yet) I don’t see the new character GUI listed and I imagine that will be one of the more noticeable breaking mod changes (if the new logistics system remove...
- Wed Jan 15, 2020 3:06 am
- Forum: Modding help
- Topic: Factorio achievements background (gears) images
- Replies: 4
- Views: 986
Re: Factorio achievements background (gears) images
The https://mods.factorio.com/mod/MoreAchievements mod has a set of the bases in the graphics folder but I don't know the licensing around them.
- Mon Dec 23, 2019 2:52 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363232
Re: [MOD 0.17] Industrial Revolution
Hey, really enjoying the mod so far! Ran into an issue however, maybe someone here can help: I use IR together with the AAI Industry mods + a few others and I am unable to start research on the High performance engine. It lists Steel age as its only pre rec., which I have researched. I tried consol...
- Sat Dec 21, 2019 12:17 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363232
Re: [MOD 0.17] Industrial Revolution
Then look at efficiency modules and air filters. I haven’t damaged a single tree with pollution in my current play-through and I’m working through the Chrome Age. Preventing it from being generated helps slow evolution down as well.
- Fri Dec 20, 2019 10:40 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363232
Re: [MOD 0.17] Industrial Revolution
Just 10.Stimpatch wrote: ↑Fri Dec 20, 2019 8:57 amThey need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.QWERTY128BITS wrote: ↑Fri Dec 20, 2019 1:48 amI try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
- Sat Dec 14, 2019 11:28 am
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 24484
Re: Friday Facts #325 - New Explosions and Particles
Do the new explosion effects and particles apply to modded assets? For example, if someone creates a new entity with graphics in a mod, are they able to pre-pick existing smoke/wood/metal particles or will they have to create all new particle animations? What's the default going to be? (I suppose cu...
- Wed Dec 11, 2019 3:54 am
- Forum: Modding interface requests
- Topic: on_nth_tick but with an offset, and "on_tick_n"
- Replies: 4
- Views: 1081
Re: on_nth_tick but with an offset, and "on_tick_n"
You could, but I don't know if you need to. I have a regeneration feature in one of my mods and if you just batch them all every 5-15 ticks (for aggressive regen) or 30-60 (for slower regen), it should be "good enough". I don't think most players will notice biters individually regeneratin...
- Sun Dec 08, 2019 12:33 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363232
Re: [MOD 0.17] Industrial Revolution
Krastorio holds the IR/Krastorio compatibility patch. It looks like someone has already reported it to the Krastorio devs.
Update: And it's fixed. Grab Krastorio Legacy 1.4.45.
Update: And it's fixed. Grab Krastorio Legacy 1.4.45.
- Sun Dec 08, 2019 12:27 am
- Forum: Modding help
- Topic: Can I detect if a player (not a radar) revealed a chunk?
- Replies: 8
- Views: 1737
Re: Can I detect if a player (not a radar) revealed a chunk?
I got this working for multiple surfaces, but only a single player force. (My mod doesn't support multiple forces in general yet, so this would be OK for now.). Sharing my solution out in case someone searching for this later wants a starting point. function onChunkCharted(event) if event.force.name...
- Fri Dec 06, 2019 8:24 am
- Forum: Modding help
- Topic: Can I detect if a player (not a radar) revealed a chunk?
- Replies: 8
- Views: 1737
Re: Can I detect if a player (not a radar) revealed a chunk?
That would be a lot smarter. For some reason I was thinking I needed the lua equivalent of a hashset.
- Fri Dec 06, 2019 6:40 am
- Forum: Modding help
- Topic: Can I detect if a player (not a radar) revealed a chunk?
- Replies: 8
- Views: 1737
Re: Can I detect if a player (not a radar) revealed a chunk?
on_sector_scanned might do the trick. This event only fires for radar. I'm trying to find chunks charted by non-radar characters. Booted up the game. Each time a radar scans a chunk it fires on_sector_scanned. Each time a radar scans a new chunk it fires on_sector_scanned and on_chunk_charted (in t...