Search found 245 matches

by SirRichie
Fri Jul 17, 2015 10:55 pm
Forum: Not a bug
Topic: [0.11.21]-[0.12]Water only in starting area causes no trees
Replies: 8
Views: 9564

Re: [0.11.21]-[0.12]Water only in starting area causes no trees

So I guess it is intentional. And whether it makes sense or not (from nature's perspective) wasn't the question. If you are taking that angle, then there should be trees around the water in the starting area, but nowhere else. And the number of trees should also depend on how much water you have on ...
by SirRichie
Fri Jul 17, 2015 9:49 pm
Forum: Not a bug
Topic: [0.11.21]-[0.12]Water only in starting area causes no trees
Replies: 8
Views: 9564

Re: [0.11.21]-[0.12]Water only in starting area causes no trees

I know that it has been different, but I cannot find a related entry in the changelog, so I figured it is unintentional
by SirRichie
Fri Jul 17, 2015 9:29 pm
Forum: Not a bug
Topic: [0.11.21]-[0.12]Water only in starting area causes no trees
Replies: 8
Views: 9564

[0.11.21]-[0.12]Water only in starting area causes no trees

Summary: When I use the setting "Only in starting area" for water, the generated map has no trees, except for dead trees (the ones that have fallen over). Details: I first encountered this when playing with a friend in multiplayer. At first we thought that we had been "lucky" no...
by SirRichie
Tue Jul 14, 2015 3:28 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177928

Re: Resource Spawner Overhaul - Discussion thread

Having looked at the RSO code extensively in the past, and also created a test mod, I think the only sensible way to get new resources to work is to regenerate everything. Thereby, it is unlikely that a desync will occurr, as everyone generates everything afresh. Thus, you would basically remove all...
by SirRichie
Tue Jul 07, 2015 3:28 pm
Forum: Modding help
Topic: Question on Data.lua and data-updates.lua
Replies: 2
Views: 1276

Re: Question on Data.lua and data-updates.lua

To answer the other side of the question and for clarity:
You cannot have dynamic code in the data.lua (and its variants).
by SirRichie
Tue Jul 07, 2015 3:24 pm
Forum: Balancing
Topic: Belts = Magic?
Replies: 13
Views: 18649

Re: Belts = Magic?

I really don't like when people pick "realism" as a justification for proposed game mechanics changes. The only question regarding game mechanics that should be asked is: "is it fun?". Of course, what is fun and what is not is hard to answer and differs from person to person. Cer...
by SirRichie
Mon Jun 29, 2015 10:58 pm
Forum: Ideas and Suggestions
Topic: Better Power Generation Indicators
Replies: 10
Views: 5261

Re: Better Power Generation Indicators

I think that the idea is a valid one. Just because power calculation isn't easy, does not mean it is impossible. At any one point in time, the game knows how much power you produce, as a result of many factors. Same is true for consumption. So displaying these values in a readable way, is a good ide...
by SirRichie
Mon Jun 29, 2015 10:52 pm
Forum: Balancing
Topic: Evolution and turrests
Replies: 16
Views: 26221

Re: Evolution and turrests

On that, I agree. Again, I do not think it is bad that laser turrets are really powerful, since they need quite some work to get (and build). And I strong believe that players should be given a good tool for base defense. Big spitters will still occasionally hit your laser turrets, so you'll have to...
by SirRichie
Mon Jun 29, 2015 3:02 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177928

Re: Resource Spawner Overhaul - Discussion thread

If you're stuck and don't want to run around to find the ore patches, use /c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}}) It reveals the map once like the radar does progressively, but doesn't keep it revealed like localised radar area. It takes a...
by SirRichie
Mon Jun 29, 2015 2:55 pm
Forum: Balancing
Topic: Evolution and turrests
Replies: 16
Views: 26221

Re: Evolution and turrests

I really do not understand what this whole "laser turrents are OP" discussion is about. Yes, laser turrets are stronger in virtually any regard than gun turrets. And I think that is good. Reasons: This is not an RTS game, where you need good unit balance Laser turrets require research and ...
by SirRichie
Thu Jun 18, 2015 10:14 pm
Forum: Modding help
Topic: How to take actions when map blocks generate?
Replies: 2
Views: 1496

Re: How to take actions when map blocks generate?

Having experimented with this myself, here are my findings (in line with orzelek's answer): - onchunkgenerated runs once for every generated chunk, it does not re-run when you load a map - the time when chunks are generated depends on what the player can see, chunks that the player newly discovered ...
by SirRichie
Thu Jun 18, 2015 10:08 pm
Forum: Modding help
Topic: Change entity's max health
Replies: 6
Views: 3197

Re: Change entity's max health

There are two issues here that prevent the max_health from being updated 1) if you set max_health = some_variable, then max_health is the value of some_variable at that point in time. If you later update some_variable, this does not have any effect on max_health. This statement is generally true for...
by SirRichie
Tue Jun 16, 2015 10:00 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 343733

Re: [Mod 0.11.x] Rail Tanker - Liquid transport

I can also verify this works in MP. Been playing with a friend; 20+ hours, large distance train network (about 5 trains with oil tankers); map was about 50MB and not a single issue
by SirRichie
Sat Jun 06, 2015 2:45 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 215557

Re: Electric energy

I do like the idea of wind energy, depending on wind direction and speed. However, I think we should ask ourselves how wind energy would differ from solar energy + accumulators. Of course, there is also wind during the night, so that is obvious. The question then is, why would I ever build solar pan...
by SirRichie
Sun May 24, 2015 12:34 am
Forum: Ideas and Suggestions
Topic: Semi-automatic and extra train options.
Replies: 4
Views: 2293

Re: Semi-automatic and extra train options.

I think that an option of "go to this and that station and then stop there" would be very helpful in larger train networks, where you want to ride the train. As for the other options: I'm not convinced that you need them. Of course they might make some interactions a little smoother, but I...
by SirRichie
Sun May 24, 2015 12:15 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 64192

Re: Ideas, suggestions & discussion

... the worst case would be that the graphics it needs to be taken out again... so, yes, in this very special case I support ripping the graphics, because it feels right. I'm not sure I agree. There are definitely good reasons why side-loading the graphics from another mod is a sub-ideal solution. ...
by SirRichie
Fri May 22, 2015 8:33 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 142191

Re: [0.11.1] endless resources

Shame on me, it does change oil!
I had this vague memory that it only changed ores... guess I was wrong
by SirRichie
Thu May 21, 2015 9:21 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 142191

Re: [0.11.1] endless resources

I haven't verified this, but I don't think it is normal. endless resources does not change a single bit in the oil resource definitions, it just changes ores (oil is already endless...)
Are you sure you do not have any other mods?
by SirRichie
Thu May 21, 2015 11:19 am
Forum: Modding help
Topic: Mods and Multiplayer
Replies: 4
Views: 5218

Re: Mods and Multiplayer

I think there are multiple questions in one post here, I am trying to address each of them: MP compatibility and de-syncs: You can do stuff in OnTick in your mod. The important thing to keep in mind is that when one player does something that triggers the logic of your mod (e.g., build something, or...
by SirRichie
Tue May 12, 2015 11:57 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 142191

Re: [0.11.1] endless resources

My own tests indicate that setting the minimum attribute of a resource achieves that. However, a minimum of 100 does not mean 100% yield. When using endless resources, the values shown in Factorio are not accurate, as yield is calculated per resource tile, but drills usually access multiple resource...

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