Search found 1312 matches

by Deadlock989
Sun Sep 22, 2019 7:37 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

--------------------------------------------------------------------------------------------------- Version: 0.99.7 Date: 22. 09. 2019 Locale: - Added Brazilian Portuguese locale, many thanks to Jackson Meira for taking the time and effort. - German locale updated again by tiriscef, many thanks. - P...
by Deadlock989
Sun Sep 22, 2019 12:58 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

The gravel/ore flooring seems to blend into the new landfill texture rather than having the neat edges it has on other kinds of flooring. Is this intended behaviour? No. Landfill tiles have been in the game for, what, four days? They didn't exist when I added the gravel flooring. I need to fix the ...
by Deadlock989
Sun Sep 22, 2019 11:40 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Those look good now. Please don't kill me - I'm flipping through everything now that I can see, so came across these: Oil processing: Concrete Walls: Can you do me a favour and try this third version - I tackled it procedurally this time, so it should catch any and all techs that AAI has made depen...
by Deadlock989
Sun Sep 22, 2019 11:30 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Hello i'm back with more plans ... I think the lack of productivity hurt this mod vs vanilla. I'll explain, IR does use some productivity here and there and you can mine less and do more with stuff, problem a long the way is: after the ingot phase, nearly nothing have it (only the rocket). So when ...
by Deadlock989
Sun Sep 22, 2019 10:49 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Maybe just go the hard way and mark AAI as incompatible. I just enjoy now your pure mod and it's great. AAI is different because if I had never played AAI then I might never have become interested in modding. Also, on paper at least, AAI is a natural fit for IR. Also, I would like to support SE in ...
by Deadlock989
Sun Sep 22, 2019 10:27 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

bio processing and industries though could work as stand alone with IR with some tweaking. after I get some more play on IR to get a solid grasp of later game changes and if angels ok with it i might take a stab at making some adjustments to make it work after deadlock hits 1.0. im planning on at l...
by Deadlock989
Sun Sep 22, 2019 1:13 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

This worked, with one caveat - turns out data.lua only calls mods-data-pretech.lua if the mods listed are detected. Yes, that's a relic from a time when DSB/DCM were the only mods supported at that phase of the loading. I will tidy that up for the next release. Miniloaders are electric, right? Unle...
by Deadlock989
Sat Sep 21, 2019 10:03 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Those look good now. Please don't kill me - I'm flipping through everything now that I can see, so came across these: Oil processing: Concrete Walls: No, it's good to have the help. AAI is awkward to work with, it goes about things ... differently. I originally took a really brute force approach wh...
by Deadlock989
Sat Sep 21, 2019 9:22 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

There may be a problem at Logistics 2 and Optics as well - I am running two other mods not explicitly on the OK list (miniloaders and Nixie Tubes), but looks like it's a IR v. AAI conflict (These are both taken after the hotfix above): * rocks back and forth in corner of shower * Try this hotfix (u...
by Deadlock989
Sat Sep 21, 2019 6:10 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Hi, where can i find the electronic chip from the recipe? (8x Elektronischer Schaltkreis) IR Electronics 1.png I'm also missing electrical inserters. Probably AAI o_O Sigh. That mod again. I can't release a fix for this on the portal at the moment but a hotfix is attached in the zipfile. Unzip that...
by Deadlock989
Sat Sep 21, 2019 6:04 pm
Forum: Modding interface requests
Topic: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
Replies: 9
Views: 217

Re: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable

I would purely use this as a debugging tool. It is not a "must have", it would be a "nice to have". For example, my current big mod is enforcing a strict recipe unlocking order in the tech tree hierarchy. Because any individual mod has very limited control over the loading order of other mods, it is...
by Deadlock989
Sat Sep 21, 2019 1:12 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I see the newest update refer to something about the generator equipment and multiplayer. But currently in 0.9.5 single player ctrl+G does nothing except change the yellow tint on the toolbar icon. That is all CTRL+G is supposed to do. (Re-)Read the tooltips on personal generator equipment items, a...
by Deadlock989
Sat Sep 21, 2019 11:13 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

ore/tile/minute What does that even mean, practically? The "biggest miner = lower energy efficiency" thing is by design, it applies to some of the other high tier machines as well, not consistently, on purpose. The fastest machines get a much better boost from exactly the same modules as mid-tier m...
by Deadlock989
Sat Sep 21, 2019 1:01 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

how well does IR play with infinite ores. i cant think any real issues that it could cause but ive only played as far as bronze era and haven't looked at the code at all. i ask because ive had someone asking me about how well https://mods.factorio.com/mod/SJT-DirtyOre-Remastered would work with IR ...
by Deadlock989
Fri Sep 20, 2019 9:40 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 629
Views: 46661

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

it would be nice if we could connecct the loaders with wires and have the same behaviour as the filter inserters It would. But there's no support in the game engine for it and loaders are not part of the vanilla game so it's never going to happen. Use the Miniloaders mod if you want high throughput...
by Deadlock989
Fri Sep 20, 2019 7:42 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Baruk wrote:
Fri Sep 20, 2019 7:41 pm
With update 0.99.5
Try 0.99.6 which addresses this issue. If not, then you need to report it to the QOL mod because I've done all I can for now.
by Deadlock989
Fri Sep 20, 2019 7:31 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

--------------------------------------------------------------------------------------------------- Version: 0.99.6 Date: 20. 09. 2019 Locale: - Polish locale added by CubeGaming, many thanks to them for taking the time and effort to do this. - Russian locale updated by Oceanel51, much obliged to th...
by Deadlock989
Fri Sep 20, 2019 7:05 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

IR + Diggy sounds great. Proper dwarven. * sings a song about gold *

I visited the Redmew server yesterday which was running IR (still is now I think). Mental. Had a great time.
by Deadlock989
Fri Sep 20, 2019 6:51 pm
Forum: Modding interface requests
Topic: [Request] Separate disabled_recipe_slot_tint use for red crafting slots and ingredient-less ones
Replies: 1
Views: 51

Re: [Request] Separate disabled_recipe_slot_tint use for red crafting slots and ingredient-less ones

Just to add - there is actually some precedent for this in the base game - red slots on the crafting tab are both a red background and the faded icon, but red slots in the "total raw" calculations have the fully opaque icon:
by Deadlock989
Fri Sep 20, 2019 8:13 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 564
Views: 44840

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Deadlock would it be possible to make a visual tech tree like this one here? https://davemcw.com/factorio/tech-tree/ I would love to be able to browse this while I wait for stuff to craft or while I am at work. I have no idea how difficult something like this is so I understand if it is not feasibl...

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