Search found 222 matches

by Schmendrick
Sat Jun 01, 2019 10:31 pm
Forum: Ideas and Suggestions
Topic: Forest regrowth?
Replies: 12
Views: 2667

Re: Forest regrowth?

by Schmendrick
Fri Jul 13, 2018 11:58 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 27300

Re: [MOD 0.12.11+] Underground mining drills

Ok so it's been almost two years, and several Factorio changes, but I've finally gotten around to updating this. A lot of things have been changed, but it should be cleaner overall (part of this is due to Factorio engine changes). Mining underground resources now requires "fracking fluid," which is ...
by Schmendrick
Tue May 01, 2018 4:17 pm
Forum: Mods
Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Replies: 66
Views: 41991

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

I didn't think there was much interest, but I'll put it on the "to do" list.
by Schmendrick
Tue Mar 06, 2018 6:40 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 15805

Re: Version 0.16.28

Added ItemPrototype::fuel_emissions_multiplier which scales pollution generated when the fuel item is used. Added FluidPrototype::emissions_multiplier which scales pollution generated when when the fluid is consumed. Added RecipePrototype::emissions_multiplier which scales pollution generated by th...
by Schmendrick
Tue Mar 06, 2018 3:03 am
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 15805

Re: Version 0.16.28

Added ItemPrototype::fuel_emissions_multiplier which scales pollution generated when the fuel item is used. Added FluidPrototype::emissions_multiplier which scales pollution generated when when the fluid is consumed. Added RecipePrototype::emissions_multiplier which scales pollution generated by th...
by Schmendrick
Thu Jul 13, 2017 5:28 pm
Forum: Mods
Topic: [MOD 0.12.11+] Stamina
Replies: 22
Views: 27784

Re: [MOD 0.12.11+] Stamina

The easiest way to handle this is simply to revert regeneration behavior to the old mechanics in data.lua (set ticks_to_stay_in_combat to zero). I've considered it, but I'm kinda lazy (and Stamina isn't high on the priorities right now).

(working on it, and a new set of numbers, now)
by Schmendrick
Sat May 27, 2017 8:01 pm
Forum: Implemented mod requests
Topic: surface.get_tile_properties()
Replies: 1
Views: 357

surface.get_tile_properties()

I was rather dismayed when I saw that get_tile_properties() was removed. I had been using it to gather more detailed water/temperature data on a tile (for tree growth simulation, but I can easily imagine it being used for more, including any number of faux-map-gen purposes), and to obtain a numeric ...
by Schmendrick
Sat May 27, 2017 7:50 pm
Forum: Modding interface requests
Topic: player.character_damage_bonus
Replies: 5
Views: 554

Re: player.character_damage_bonus

I think he's saying he wants a http://lua-api.factorio.com/latest/LuaF ... k_modifier but for the player.
by Schmendrick
Tue Nov 29, 2016 7:48 am
Forum: Mods
Topic: [0.11.x] Magnet
Replies: 26
Views: 21752

Re: [0.11.x] Magnet

Ok.

edit: Nebbeh, could you remove your fix on the mod portal so I can upload my updated version under its own name?
by Schmendrick
Tue Aug 16, 2016 8:34 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 27300

Re: [MOD 0.12.11+] Underground mining drills

I'm super slow/procrastinatey, but I do still intend on updating this.

Until then, you can safely comment out that line. It's debug related.
by Schmendrick
Fri Aug 12, 2016 7:17 am
Forum: Implemented mod requests
Topic: Noise layer info
Replies: 3
Views: 280

Noise layer info

It would be nice to be able to get map generator info for a given location, either by passing a table of autoplace peaks, or possibly of an entity prototype.
by Schmendrick
Fri Aug 12, 2016 1:24 am
Forum: Maps and Scenarios
Topic: [0.13] Power Miser
Replies: 0
Views: 1203

[0.13] Power Miser

Power Miser is a scenario (unzip into the "scenarios" directory in either the Factorio game folder or applicable %appdata% / equivalent) that asks you to be economical with your electrical network. Play with any map seed or settings you like - you will start with 42 small electric poles, and never b...
by Schmendrick
Sat Jul 09, 2016 6:40 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 27300

Re: [MOD 0.12.11+] Underground mining drills

I'll make it a priority.
by Schmendrick
Wed May 04, 2016 8:08 am
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 39057

Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

I'm still around, I'm just... not spending much time with Factorio stuff these days. I want to give the numbers a rework, so whenever I get around to doing that I'll put out a current-Factorio-compatible version.
by Schmendrick
Mon Apr 18, 2016 7:19 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 27300

Re: [MOD 0.12.11+] Underground mining drills

Cool, thanks. I understand it's supposed to be a tradeoff, and I wouldn't expect underground mining to be nearly as good as regular mining, but output seemed to me so low to not even make it worth the bother; then again, maybe I'm just lazy :). Note that there is also a tradeoff in terms of manufac...
by Schmendrick
Sun Apr 17, 2016 11:32 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 27300

Re: [MOD 0.12.11+] Underground mining drills

I've been playing a little bit with the drills, but I feel that they are a bit underpowered at the moment. I think an underground coal drill would hardly break even, correct? Solid fuel is renewable already; you'd only need an underground coal drill for plastic/explosives/etc. It's *supposed* to be...
by Schmendrick
Wed Apr 13, 2016 11:27 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 27300

Re: [MOD 0.12.11+] Underground mining drills

I started a new factory with this mod and rich settings (cause I was tired of building new outposts...) Is it normal that underground resources only spawn on a small part of an ore patch? Edit: strange enough, the ore in my main base is fine. Is this an RSO problem again? Edit: calling 'remote.call...
by Schmendrick
Tue Apr 05, 2016 5:50 pm
Forum: Mods
Topic: [MOD 0.12.11+] Stamina
Replies: 22
Views: 27784

Re: [MOD 0.12.11+] Stamina

Is there a minimum health it will maintain? So I don't accidentally kill myself crafting something? Also, is it possible to add a modifier to your mining/crafting efforts based on your health? The lower your health, the less stamina you have, the slower you mine/craft as your fatigue increases? -- ...
by Schmendrick
Tue Apr 05, 2016 8:16 am
Forum: Maps and Scenarios
Topic: [0.12.20] 30-Stack Challenge.
Replies: 12
Views: 15655

Re: [0.12.20] 30-Stack Challenge.

@Schmendrick, I have a question for you. I am really liking this mod, & consider it to be my favorite of all that have been made so far. Using this mod for a short ( a few hours ) play session vs others is a viable "head to head" competitive endeavor. I took the liberty to adjust the 30 stack requi...

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