Search found 192 matches

by Natha
Sun Feb 07, 2016 8:16 am
Forum: Gameplay Help
Topic: How does resistence work?
Replies: 3
Views: 11644

Re: How does resistence work?

Taken damage is the lower of: damage - (damage * percentage) damage - decrease [for decrease < damage] or 1/(2 + decrease - damage) [for decrease >= damage] That doesnt work for me. I tested it on a stone furnace with physical 0/60% resistence by shoot it with a basic bullet magazine (2 physical) a...
by Natha
Sat Feb 06, 2016 10:07 pm
Forum: Gameplay Help
Topic: How does resistence work?
Replies: 3
Views: 11644

How does resistence work?

Hi, I tested a few hours to figure out how the resistence works. The wiki entry (from 2014), that it works like: damage - (damage * percentage) - decrease wasnt correct. I tested ingame with changing percentage and decrease, and I couldnt yet figure out the right formula. So, is there someone who kn...
by Natha
Sat Feb 06, 2016 12:28 pm
Forum: Modding help
Topic: How to determine if machine is running?
Replies: 5
Views: 15232

Re: How to determine if machine is running?

Supercheese wrote:It would be resource-intensive, but you could check if the crafting_progress variable has changed lately, if so then crafting has clearly happened, if it hasn't changed at all, then no crafting has happened.
That also doesnt work for mining drills.
by Natha
Sat Feb 06, 2016 8:26 am
Forum: Modding help
Topic: How to determine if machine is running?
Replies: 5
Views: 15232

Re: How to determine if machine is running?

For mining drills there is afaik no method.
Maybe the mining_state property?
by Natha
Fri Feb 05, 2016 10:53 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 126989

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Hi, this is a nice mod! Before I found it I was on the verge of doing a similar mod. I have some suggestions (dont know exactly whether they are already proposed): Underground ore generation (like on the earth's surface; with a config file to change the ores generated in subsurface (Bobs Ores mod co...
by Natha
Sun Jan 31, 2016 11:33 am
Forum: Ideas and Suggestions
Topic: Deconstruction on circuit condition
Replies: 1
Views: 6549

Deconstruction on circuit condition

I couldn`t find a similar suggestion...

What about conditional deconstruction? E.g. necessary for mining drills: If a condition is true (0 resources remaining => last FF), then deconstruct the mining drill.
by Natha
Fri Jan 29, 2016 1:25 pm
Forum: Mod and installation managers
Topic: FactorioMods.com an open source web app to host mods!
Replies: 27
Views: 52631

Re: FactorioMods.com an open source web app to host mods!

Just a suggestion, language pack support would be useful. Everyone can upload a language.cfg to any mod, and these files will be shown at the mod's page
by Natha
Sun Jan 24, 2016 8:42 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 80619

Re: [MOD 0.12.+] N.Tech-Chemistry

Version 1.5 now released! The mod is now 0.12-compatible and works well with existing savegames. Summary of changes: Added a new production chain (rocket fuel) with new chemical fluids and gases Added some basic gases like carbon dioxide and ammonia New researches New flame thrower recipe (v1.4.0)
by Natha
Sat Jan 23, 2016 7:54 pm
Forum: Ideas and Suggestions
Topic: Modding: Show line number at "error on assignID"-error
Replies: 0
Views: 2075

Modding: Show line number at "error on assignID"-error

I don't know whether there is a similar topic already. But just now, I had my old problem . I wasted many minutes to find the error until I remembered to this old problem. Again and again, as I wanted to start Factorio, three different "assignID"-errors (fluid was missing, recipe was missi...
by Natha
Wed Jan 20, 2016 1:59 pm
Forum: Ideas and Suggestions
Topic: Factorio command line to start a certain modlist
Replies: 7
Views: 17586

Re: Factorio command line to start a certain modlist

My idea: - start a game and select (copy/paste) a script to run and change the mod-list. Oh, I thought you spoke about a start parameter...But changing mods ingame (by enabling/disabling or continuing a savegame) is definitely the best way. Also, the idea with the mod-list is not thought to the end...
by Natha
Wed Jan 20, 2016 12:41 pm
Forum: Ideas and Suggestions
Topic: Factorio command line to start a certain modlist
Replies: 7
Views: 17586

Re: Factorio command line to start a certain modlist

ssilk wrote:Wouldn't it be much better to have commands, that turn mods on/off?
For this method I see no advantage...what if you have multiple Modpacks (like one for multiplayer, and another for singleplayer)?
by Natha
Wed Jan 20, 2016 12:15 pm
Forum: Ideas and Suggestions
Topic: Factorio command line to start a certain modlist
Replies: 7
Views: 17586

Factorio command line to start a certain modlist

Hi, I have a suggestion: It would be pretty cool if there is a possibility to start Factorio with a specific mod-list json file. It could work like that (Batch example): start Factorio.exe --mod-list PATH\mod-list-base.json The path must be the path to a json file like the basic mod-list.json, where...
by Natha
Tue Jan 19, 2016 8:05 pm
Forum: Modding help
Topic: Order string doesn't work
Replies: 3
Views: 7650

Re: Order string doesn't work

Rseding91 wrote:Which version of the game are you using?
0.12.21
by Natha
Mon Jan 18, 2016 3:44 pm
Forum: Modding help
Topic: Any way to control speed of logistic robots?
Replies: 3
Views: 7372

Re: Any way to control speed of logistic robots?

Supercheese wrote:It's under Force, not Entity (due to research affecting robot speed): https://forums.factorio.com/wiki/inde ... d_modifier
AFAIK this modifier is to control speed of all robots. I meant for an unique robot.
by Natha
Sun Jan 17, 2016 6:04 pm
Forum: Modding help
Topic: Any way to control speed of logistic robots?
Replies: 3
Views: 7372

Any way to control speed of logistic robots?

Is there a possibility to control the speed of a logistic robot in the control.lua? Entity.speed doesn't work.
by Natha
Sun Jan 17, 2016 10:03 am
Forum: Modding help
Topic: Random drop
Replies: 2
Views: 4759

Re: Random drop

You can declare a on_preplayer_mined_item event and give the player a random amount of items
by Natha
Sat Jan 16, 2016 5:56 pm
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 86246

Re: [0.11.X] Oxygen

Thangs to QAstral for make an unofficial post! I took the changes into the official version and will update it.
by Natha
Sat Jan 16, 2016 11:24 am
Forum: Modding help
Topic: Order string doesn't work
Replies: 3
Views: 7650

Order string doesn't work

Hi, for my mod I want to reorder all oil-recipes (oil-processing, cracking, solid fuel). But the order string doesn't work (for another subgroup with only one base-recipe (the others are mod-own recipes), it does work). That doesn't work: recipe = function(name, subgroup, order) data.raw.recipe[name...
by Natha
Thu May 14, 2015 6:48 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 80619

Re: [0.11.X] N.Tech-Chemistry

I have some questions: 1. Is it by design that I still have standard water + sulfur oxide recipe so trisulfuric acid can be skipped (this might be some mod interaction but recipe shows only as affected by base and N-Tech)? 2. Would you consider getting some improvement to oxygen manufacturing - it ...
by Natha
Sun May 10, 2015 6:36 am
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 86246

Re: [0.11.X] Oxygen

Hi You say you've set this mod to start the game with 10 Oxygen Bottles, but that you personally feel that you'd be able to research up to the Chemical Plant tech before using more than half of that. Well, I'm the opposite, I'm rather less hardcore, so might it be a good idea to make several versio...

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