No, this only changes how you spawn. You could use the lua commands to give you the stuff though.
/c game.player.insert{name="iron-plate",count=100}
Replace iron-plate with the item's LUA name and change how many you want.
Search found 314 matches
- Wed Aug 12, 2015 6:40 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Pocket Bots Start v1.0.4
- Replies: 27
- Views: 54009
- Tue Aug 11, 2015 9:40 am
- Forum: Modding help
- Topic: Find closest enemy? Friendly AI
- Replies: 14
- Views: 5667
Re: Find closest enemy? Friendly AI
Nah, set_multi_command is hardcoded for ordering around enemy biters. For having your own units, creating unit_groups and ordering them around is pretty much the only way. (Or individual orders.) Since enemy bases aren't spawned that often, it should be trivial to implement sending attacks there. A...
- Tue Aug 11, 2015 9:36 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 42960
Re: [Mod 0.12.x] Logistic Combinators
Absolutely fantastic mod! GopherAtl you are awesome. This is a huge leap for circuit networks, finally we can use circuit logic with logistic values. I can't tell you how many times I have been playing with combinators and wished I could do this. I'm so going to a lot of time getting to know your cr...
- Tue Aug 11, 2015 8:13 am
- Forum: Modding help
- Topic: Find closest enemy? Friendly AI
- Replies: 14
- Views: 5667
Re: Find closest enemy? Friendly AI
Ok, so I was digging around in the demo level's 2 control.lua to see if I can find how they trigger attack only after you have a gun and they have the following code: { condition = function() return game.player.character.get_inventory(defines.inventory.player_ammo).get_item_count("basic-bullet-...
- Mon Aug 10, 2015 9:37 pm
- Forum: Modding help
- Topic: Find closest enemy? Friendly AI
- Replies: 14
- Views: 5667
Re: Find closest enemy? Friendly AI
I don't know about finding targets, but you could try making them move around? Have the group when ready move away from the nest a fair distance. This way they will "patrol" and run into the enemy ones. I'd personally try to use the pollution level of a chunk as a indicator for where to av...
- Mon Aug 10, 2015 5:40 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58256
Re: Combinator Contraptions
I wish I could play a multiplayer with you guys... shit I got a lot to go over. Anyways, Lupoviridae's miner is awesome & easy to use, but since you have to change the two equal combinators every time you place on an ore different than your blueprint, I decided to add in a fourth combinator that...
- Sat Aug 08, 2015 5:57 am
- Forum: General discussion
- Topic: [Solved] Help me understand how combinator works
- Replies: 11
- Views: 13539
Re: Help me understand how combinator works
Well, if you're talking making them without a cap, then.... A) 1:1 ratio would need 3 deciders. *gears* > *pipes*, output *gear* = 1 *pipes" > "gears", output *pipe* = 1 *gears* == *pipes*, output *gear* = 1. Set your smart inserters to run when their item == 1 for pipes & > 0 for...
- Thu Aug 06, 2015 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Arithmetic Combinators (subtraction and division change)
- Replies: 7
- Views: 4169
Re: Arithmetic Combinators (subtraction and division change)
Honestly, I have no idea what you're trying to say. I'm sorry, suppose I should given my wording more thought. What I want to do is take this rig I'm messing with and take 2474 - *water in tank* because I want the amount from full (2474 being the full amount during the day). I cannot use one arithm...
- Thu Aug 06, 2015 9:28 am
- Forum: Ideas and Suggestions
- Topic: Arithmetic Combinators (subtraction and division change)
- Replies: 7
- Views: 4169
Re: Arithmetic Combinators (subtraction and division change)
I mean inside the Arithmetic Combinator, if you want to do say 2500 for a storage tank capacity - how much water is in the tank, I have to use a combinator just to pass this value. It's not really a big thing, but since subtraction & division are dependent on the order of inputs, some leeway wit...
- Thu Aug 06, 2015 7:22 am
- Forum: Ideas and Suggestions
- Topic: Arithmetic Combinators (subtraction and division change)
- Replies: 7
- Views: 4169
Arithmetic Combinators (subtraction and division change)
As they are now, you cannot set a value the left hand value without assigning a value to a signal. Considering that the order in which you divide or subtract makes a huge difference in the outcome, than it would great if we could set a hard value for the left hand input. The main reason I want this ...
- Thu Aug 06, 2015 6:48 am
- Forum: General discussion
- Topic: Light Oil (FIX IT)
- Replies: 23
- Views: 14545
Re: Light Oil (FIX IT)
slightly off topic ... All it takes is a small pump & enough wires to hook up the tanks to the combinator & the combinator to the pump. It's hundreds of times harder to make blue science than to put a control for cracking in. I do not get the method. As I recall, the rafineries produce all ...
- Thu Aug 06, 2015 6:07 am
- Forum: Videos
- Topic: X-Perimental - Logistics & Logic in .12
- Replies: 10
- Views: 19928
Re: X-Perimental - Logistics & Logic in .12
Rise of the Bots I've got logistic bots in the air & their numbers are growing. It's time to take this factory to the next level. To do that, power is going to be a major consideration. I'm going to building a machine steam engine power plant that I can easily extend and add onto as well as hav...
- Thu Aug 06, 2015 6:04 am
- Forum: Videos
- Topic: Orders Up! Place your orders!
- Replies: 71
- Views: 27094
Re: Orders Up! Place your orders!
Finally Got Juice Finally got the factory updated to the .12 branch & functional. Sadly, I've had to cut a couple mods, one being the Compact Power mod which I relied rather heavily on for power. It's taken me many hours of working with mod files and transitioning the factory to a .12 stabilize...
- Thu Aug 06, 2015 5:55 am
- Forum: General discussion
- Topic: Light Oil (FIX IT)
- Replies: 23
- Views: 14545
Re: Light Oil (FIX IT)
All it takes is a small pump & enough wires to hook up the tanks to the combinator & the combinator to the pump. It's hundreds of times harder to make blue science than to put a control for cracking in.
- Thu Aug 06, 2015 5:40 am
- Forum: General discussion
- Topic: Let's say you have 8 colors of logic wires
- Replies: 12
- Views: 13038
Re: Let's say you have 8 colors of logic wires
With the way combinators work, 2 works. Anything more is not really helpful. What we need is more inputs and magic functions.
- Wed Aug 05, 2015 11:08 pm
- Forum: Energy Production
- Topic: Night switch for steam engines based on combinators
- Replies: 22
- Views: 25340
Re: Night switch for steam engines based on combinators
When I get home I will post some images on a night detector that needs a pole, tank, water pump, small pump, and a combinator. It can make a pretty fune controlled power switch with a few combinators and small pumps.
- Wed Aug 05, 2015 4:55 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566669
Re: Yuoki Industries - Informations, Suggestions, Questions
I would love to do videos over this mod but it really needs items sorted into tech nodes. I am willing do the work of converting all the recipes to their tech tree nodes if you have a list of what recipes go where.
- Tue Aug 04, 2015 10:41 pm
- Forum: Spread the Word
- Topic: Twitch Schedule / Official Channel
- Replies: 0
- Views: 5089
Twitch Schedule / Official Channel
I think it would be great if there was an official Twitch channel that had some regular streamers do a show once a week or so as well as maybe something like a Friday Facts stream. If one or two staff have time to stream for a bit, go over the Friday Facts & play a bit of Factorio while interact...
- Tue Aug 04, 2015 10:24 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 40594
Re: Friday Facts #97 - Greenlight preparations
I think a good investment would be a community coordinator who can work on promoting Factorio by community building events & projects. The influence of community contributions on gameplay is rather great in this game and I think it's an asset that is worth considering how to utilize. http://www...
- Tue Aug 04, 2015 10:02 pm
- Forum: Videos
- Topic: Biter Park - The Taming
- Replies: 13
- Views: 11967
Re: Biter Park - The Taming
Finally .12 Ready It took many hours, hunting mods, fixing problems, and reworking the base to get it back into shape. Power remains a huge problem, but considering the switch happened fairly early and I didn't lose any power sources. Laser turrets are power hungry these days. Once everything gets ...