Search found 422 matches

by Afforess
Tue May 10, 2016 5:06 pm
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 32696

Re: [MOD 0.12.20+] Big Brother 0.2.0 - Radar & Surveillance

So with all the upgrades, the radar has an extra 27 sectors of range, and 675 kW of power consumption? Extra range is correct (so 14 base range + 27 extra ) but the power is 250KW base + 675KW extra (~1MW total) It might be nice to put the stats of a fully upgraded radar in the description somewher...
by Afforess
Tue May 10, 2016 5:05 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 48295

Re: [0.12.x] [Library] Factorio Standard Library Project 0.4.0

I know a few functions I'd like to have easier acces to. dysoch use them a lot in Dytech. If you check Dytech Core and the Ovvrire functions, the functions like change recipe, addtorecipe etc are really helpful to use Sounds like a good idea. I haven't written a utility for the data class yet, but ...
by Afforess
Tue May 10, 2016 1:15 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 110871

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

My only problem so far is that the critters keep spawning until the server uses 100% cputime and grinds to a halt, forcing a console kill all. Great work thanks! I'm glad you're enjoying it! I'm looking into ways to have biters de-spawn bases as well as spawn them, because I agree its problematic.
by Afforess
Tue May 10, 2016 2:53 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 48295

Re: [0.12.x] [Library] Factorio Standard Library Project 0.4.0

I've updated the wiki with two new examples on how to use the Factorio Standard Library: The first new example is on avoiding iteration, and general stdlib tools: https://github.com/Afforess/Factorio-Stdlib/wiki#avoiding-iteration-and-general-stdlib-tools The second new example is on how to take adv...
by Afforess
Mon May 09, 2016 11:11 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 48295

Re: [0.12.x] [Library] Factorio Standard Library Project 0.4.0

Factorio Standard Library 0.4.0 is released! Many improvements to core classes, like table and string. Factorio Standard Library is entirely forward compatible, if you are on an old version, there is zero risk in upgrading.
by Afforess
Mon May 09, 2016 5:01 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 35435

Re: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots

What do the config changes do? LOGISTICS_HUB_TICK_FREQUENCY = 20 -- 20 ticks = 0.33s LOGISTICS_DRILL_TICK_FREQUENCY = 300 -- 300 ticks = 5s LOGISTICS_DRILL_BATTERY_CHARGED = 75 -- power in MJ +MAX_CONSTRUCTION_REQUESTS = 25 -- per mining hub Specifically the first 2. As I understand the drilling sp...
by Afforess
Mon May 09, 2016 3:31 am
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 35435

Re: [MOD 0.12.20+] Logistics Mining 1.0.0 - Mining With Robots

Some of the mines are not being automatically picked up and when I try to manually pick them up I get the following error: Error while running the event handler: __LogisticsMining__/control.lua:104: attempt to index local 'inventory' (a nil value) If I use a deconstruction plan a robot picks up the...
by Afforess
Mon May 09, 2016 2:54 am
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 32696

[MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance

Type: Mod Name: Big Brother Description: Radar Upgrades and Surveillance technologies License: MIT License Version: 0.4.2 Release: 2017-04-28 Tested-With-Factorio-Version: 0.15.03 Category: Gameplay Tags: Radar, Electricity Download-Url: https://mods.factorio.com/mods/Afforess/Big_Brother Website: h...
by Afforess
Mon May 09, 2016 12:56 am
Forum: Not a bug
Topic: [0.12.33] Technology Description locale text with upgrades
Replies: 1
Views: 748

[0.12.33] Technology Description locale text with upgrades

I honestly don't know if this is intended behavior or a bug. I figured I'd report it and find out one way or the other. When setting a locale text for a technology, that text is automatically applied to all upgrade techs too. So for example, my locale/en/foo.cfg has: [technology-description] foo=Thi...
by Afforess
Mon May 09, 2016 12:53 am
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 35435

Re: [MOD 0.12.20+] Logistics Mining 1.0.0 - Mining With Robots

Some of the mines are not being automatically picked up and when I try to manually pick them up I get the following error: Error while running the event handler: __LogisticsMining__/control.lua:104: attempt to index local 'inventory' (a nil value) If I use a deconstruction plan a robot picks up the...
by Afforess
Sun May 08, 2016 1:54 am
Forum: Implemented mod requests
Topic: entity.id, a unique, persistent ID
Replies: 20
Views: 15009

Re: entity.id, a unique, persistent ID

I have a compromise proposal. Have a field in the data prototypes which turns on persistent entity ids for an entity (like persistent_id = true or something). By default, no entities have it. Then, if a modder wants a particular entity type to have persistent ids, they can set the data prototype fie...
by Afforess
Fri May 06, 2016 6:09 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 72850

Re: Friday Facts #137 - The release scarecrow

I guess the one thing I really dislike about the inserter stack size nerf is that it makes the Long-Handed inserter useless. It might as well be removed, because the number of places it can serve any function is close to zero. You never pick up or place items on a belt with long inserters? No. That...
by Afforess
Fri May 06, 2016 5:57 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 72850

Re: Friday Facts #137 - The release scarecrow

I guess the one thing I really dislike about the inserter stack size nerf is that it makes the Long-Handed inserter useless. It might as well be removed, because the number of places it can serve any function is close to zero.
by Afforess
Thu May 05, 2016 12:34 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 119882

Re: [MOD 0.12.x] Marathon 1.0.3

When I have both mods in the directory, HardCrafting is shown in red If I remove Marathon, Hardcrafting works. I also tried posting in the Hardcrafting thread about it. You need to report that to Hardcrafting thread, Marathon doesn't list out any incompatible mods, which means Hardcrafting is repor...
by Afforess
Thu May 05, 2016 12:26 am
Forum: Mods
Topic: [MOD 0.12.21] Wind Turbine
Replies: 32
Views: 62711

Re: [MOD 0.12.21] Wind Turbine

I noticed the script update time for wind turbines was quite high with a lot of turbines placed, and took a peek at the code. There are a number of optimizations that can significantly cut the update time down (from 0.45 to 0.2 on my save), all in the check_generators function. First, store data in ...
by Afforess
Wed May 04, 2016 7:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 119882

Re: [MOD 0.12.x] Marathon 1.0.3

Hi! Any plans on making this mod compatible with HardCrafting? I love both of them and it makes me sad that they don't play nicely with each other. No plans, mostly because I wasn't aware there were any issues. HardCrafting's mod page states its compatible... so maybe you should clarify what does /...
by Afforess
Tue May 03, 2016 2:28 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 119882

Re: [MOD 0.12.x] Marathon 1.0.3

After a few false start I've worked out the layout of my marathon factory. finding out that 8 full belts of copper would barely be enough for my early game needs I figured out that there was no way I could keep all the plates I need on my main bus. This is the layout I'm using for now It keeps my m...
by Afforess
Mon May 02, 2016 3:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.32] Crash due roboports without charging?
Replies: 4
Views: 2701

Re: [0.12.32] Crash due roboports without charging?

Just a small question, why do you keep your mods unpacked? It's not my set of mods, it was from another user. However, I too keep most of my mods unpacked because it is much easier to work with when modifying them or exploring them with text editors. Thanks for tracking down the issue. You guys rock.
by Afforess
Sun May 01, 2016 11:15 pm
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 59084

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Excellent! I've been able to play with it so long as I break the tower and replace it every 45 minutes or so without crashes. I was wondering though, it does seem to become a bottleneck for logistic drones. I see that it's set to have 0 charging ports, but they still try to charge anyway. Is it a k...
by Afforess
Sun May 01, 2016 10:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.32] Crash due roboports without charging?
Replies: 4
Views: 2701

[0.12.32] Crash due roboports without charging?

I was experimenting with the change in 0.12.31 that allows modded roboports to not have any robot charging stations. This seems to work, but after a few minutes of playing on a particular save, the game crashed to desktop. No particular player actions were occurring at the time. System: Ubuntu 16.04...

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