Search found 29 matches

by ShadowTheAge
Wed May 27, 2020 4:12 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: YAFC - Factorio calculator/analyser for modded games
Replies: 7
Views: 7994

Re: YAFC - Factorio calculator/analyser for modded games

For beacons: Forgot to take in account the amount of modules per beacon, thanks :D (So, now the meaning is "beacon modules") For exception: I wasn't able to reproduce with backspace, but I was able to reproduce with "left arrow", thanks Both are fixed for the next release BTW, I ...
by ShadowTheAge
Wed May 27, 2020 11:24 am
Forum: Cheatsheets / Calculators / Viewers
Topic: YAFC - Factorio calculator/analyser for modded games
Replies: 7
Views: 7994

Re: YAFC - Factorio calculator/analyser for modded games

I think the standard should be "compatible with data.raw" Even if it is json so the result will be {raw:{item:{"electronic-circuit":{...}...}...} So the format would be well-documented on Factorio wiki, and new fields will have well-known names And also the parser could be reused...
by ShadowTheAge
Tue May 26, 2020 10:12 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: YAFC - Factorio calculator/analyser for modded games
Replies: 7
Views: 7994

Re: YAFC - Factorio calculator/analyser for modded games

Probably the reason is this looks like a quite simple task while it actually not at all because mods are relying on every implementation detail there is and crash when it changes. However, I think I have advanced one of the fathest. I even have custom Lua build that emulates changes to Factorio next...
by ShadowTheAge
Sat May 23, 2020 4:20 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: YAFC - Factorio calculator/analyser for modded games
Replies: 7
Views: 7994

YAFC - Factorio calculator/analyser for modded games

After playing a bunch of Pyanodon and struggling with its deeply recursive recipes when Helmod were not enough, I have decided to make my own calculator / analyser tool. As usual it took a lot longer than expected (almost 2 months) but it was a lot of fun! https://github.com/ShadowTheAge/yafc/raw/ma...
by ShadowTheAge
Mon Apr 24, 2017 8:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] First train tutorial logic error
Replies: 1
Views: 2649

[0.15.0] First train tutorial logic error

I've moved a bit before starting the tutorial and got the following result:
3.PNG
3.PNG (306.61 KiB) Viewed 2649 times
by ShadowTheAge
Sat Dec 24, 2016 9:58 am
Forum: Maps and Scenarios
Topic: [0.14] Scenario: Build a rocket-launching base on a platform
Replies: 18
Views: 19375

Re: [0.14] Scenario: Build a rocket-launching base on a platform

1. They were intended as an option to feed boilers. I decided to not add additional items for the 0.14 version, but this feedback is helpful for the future 0.15 version. I also think I will add accumulators. to help covering energy consumption spikes. 2. This is a bug, and it has broken on a newer v...
by ShadowTheAge
Fri Dec 23, 2016 9:37 am
Forum: Maps and Scenarios
Topic: [0.14] Scenario: Build a rocket-launching base on a platform
Replies: 18
Views: 19375

Re: [0.14] Scenario: Build a rocket-launching base on a platform

WOW you have a lot of free space for such a good score. Looks like i have greatly underestimated the power of speed modules (I thought that their power costs more space than saves) About the animation counting towards the score - ... that's an interesting feedback, I've used the same event for regis...
by ShadowTheAge
Tue Dec 20, 2016 3:46 pm
Forum: Maps and Scenarios
Topic: [0.14] Scenario: Build a rocket-launching base on a platform
Replies: 18
Views: 19375

Re: [0.14] Scenario: Build a rocket-launching base on a platform

What's your current score? My best was 64:55 http://i.imgur.com/Q9KYpY6.png EDIT: I have increased oil input and immediately got better result (64:36). Uploading it in a moment. EDIT2: Uploaded new version, updated images. However, updating scenario does not update it in your saves. You will need a ...
by ShadowTheAge
Tue Dec 20, 2016 12:00 pm
Forum: Maps and Scenarios
Topic: [0.14] Scenario: Build a rocket-launching base on a platform
Replies: 18
Views: 19375

Re: [0.14] Scenario: Build a rocket-launching base on a platform

Yeah, I have screwed up the calculation of oil, forgot to factor in solid fuel requirements :( I don't know what is better - leave it as-is to keep previous scores actual, or change to make a tiny chance of sub-hour possibility This will be definitely fixed for 0.15 - maybe with platform increase to...
by ShadowTheAge
Thu Dec 08, 2016 9:47 pm
Forum: Mods
Topic: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16
Replies: 61
Views: 45688

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

I have also found that cordite require heavy oil
2.PNG
2.PNG (215.64 KiB) Viewed 8692 times
by ShadowTheAge
Sun Nov 13, 2016 10:36 am
Forum: Maps and Scenarios
Topic: [0.14] Scenario: Build a rocket-launching base on a platform
Replies: 18
Views: 19375

[0.14] Scenario: Build a rocket-launching base on a platform

Ouch! You are trapped in a some sort of factorissimo building! The only way out is to build a rocket to blow the ceiling, but the space is very limited! Not only so, you also need to launch it fully automatically, including smelting, power and satellite building, without manual help. When the rocke...
by ShadowTheAge
Sat Nov 05, 2016 2:19 pm
Forum: Not a bug
Topic: [0.14.19] LuaEntity.rocket_parts cannot be set to 0
Replies: 1
Views: 892

[0.14.19] LuaEntity.rocket_parts cannot be set to 0

I've encountered two bugs at once while making custom scenario. Bug #1 LuaEntity.rocket_parts cannot be set to 0 The error states "Amount has to be greater than 0", making it impossible to clear a rocket silo from rocket parts through LUA Bug #2 It is possible that LUA error message locks ...
by ShadowTheAge
Sun May 29, 2016 10:07 am
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19604

Re: [MOD 0.12.x] Unstable ground

Try this altered version Here you can build concrete over tiles other then stone and water but you can't build buildings over concrete It is not very flavourful (why can't you build over concrete?) so I am not making this version as master. Maybe I will add this as option. But I need to test it prop...
by ShadowTheAge
Sat May 07, 2016 12:06 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 70062

Re: Friday Facts #137 - The release scarecrow

I dislike the inserter nerf 1. I often use a lot of trains on a same station that supply different resources. So I need to unload them with smart inserters (to filter items). Now - very slow. 2. I often make "manufactures" where I produce complex component from simple input by transfering ...
by ShadowTheAge
Thu May 05, 2016 11:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19604

Re: [MOD 0.12.x] Unstable ground

Hello everyone! Thanks for your feedback! The idea of the mod is to enforce some base building restrictions on a player as an additional challenge, and not just to increase building cost by forcing him to place stone/concrete underneath. I like challenges (if that's not time challenges) and that is ...
by ShadowTheAge
Tue Apr 26, 2016 10:07 am
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19604

Re: [MOD 0.12.x] Unstable ground

I have some iterations through the generation settings. Third screenshot is form the older generator (that's when i have started bob's mods player playthrough with a friend) There were two issues: first, some patches were very fragmented (without control). Second, starting area sometimes had huge pa...
by ShadowTheAge
Sat Apr 23, 2016 9:35 am
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19604

Re: [MOD 0.12.x] Unstable ground

Yeah, kind of :) Harvest resources outside and bring them inside to process
You don't need to worry about the worm and competitors though :)
by ShadowTheAge
Fri Apr 22, 2016 7:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19604

Re: [MOD 0.12.x] Unstable ground

You can place concrete over platforms only
It is restrictive. But you have infinite space to explore and platforms to build on.
It is even okay with bob's mods (which has three times longer production chains)

You just need to specialize your bases and move components with belts (and later trains)
by ShadowTheAge
Fri Apr 22, 2016 12:19 am
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 19604

[MOD 0.12.x] Unstable ground

Unstable ground Info: Most production buildings could be built only on special pre-generated platforms Name: Unstable ground Latest Release: v0.1, April 22, 2016 Factorio Version: 0.12.29 Download: Attachment or Mirror (MediaFire) License: MIT Tags: Base building restrictions Please note: You have ...
by ShadowTheAge
Tue Apr 19, 2016 12:00 pm
Forum: Ideas and Suggestions
Topic: Merge both railway signals into one
Replies: 15
Views: 5762

Re: Merge both railway signals into one

The entire track wouldn't turn red, but the signal ahead the train would (if there are other exits) The track would be usable by other trains that don't intend to go to that station By doing this you tell all the trains that you don't want any train to stop at this segment. That is correct if it is ...

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