Search found 55 matches

by MrSmoothieHuman
Wed Jan 29, 2025 5:53 pm
Forum: Not a bug
Topic: [Pard] [2.0.28] Fluids not merged with their recipes in Factoriopedia
Replies: 3
Views: 315

Re: [Pard] [2.0.28] Fluids not merged with their recipes in Factoriopedia

yeah i worded this terribly, thats on my part - the issue is that fluid recipes with *byproducts* do not merge with their recipe, despite items doing that, which i presume is not intended behaviour :lol:
by MrSmoothieHuman
Wed Jan 15, 2025 6:15 pm
Forum: Modding interface requests
Topic: [Request] TechnologyTrigger extension
Replies: 2
Views: 193

Re: [Request] TechnologyTrigger extension

+1 multi-item triggers or triggers for item A or item B are sorely needed
by MrSmoothieHuman
Fri Jan 10, 2025 12:45 pm
Forum: Modding interface requests
Topic: Add a new SimpleModifier for increasing a mining drills speed
Replies: 1
Views: 203

Add a new SimpleModifier for increasing a mining drills speed

As the title suggests, I'd like to have a new SimpleModifier that effects the mining speed on drills. The main reasons I'd like to have this as a feature are:
1. It gives both labs and drills speed and productivity bonus technologies, instead of only having labs have speed + prod, and drills only ...
by MrSmoothieHuman
Sat Dec 28, 2024 5:09 pm
Forum: Not a bug
Topic: [Pard] [2.0.28] Fluids not merged with their recipes in Factoriopedia
Replies: 3
Views: 315

[Pard] [2.0.28] Fluids not merged with their recipes in Factoriopedia

While working on fixing and improving the Factoriopedia for my own mod, I begun to notice something odd going on with some of the entries: Items would merge with their recipes if the recipe had the same name as them, even with byproducts, but fluids seemed not to

Some examples of this are with this ...
by MrSmoothieHuman
Tue Dec 10, 2024 8:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91][2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range:inf" (FluidEnergySourcePrototype)
Replies: 8
Views: 818

Re: [2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range...: inf" (FluidEnergySourcePrototype)

double checked, it is Periodic Madness causing this - tried loading up Factorio and it crashed the exact same way as before. I have included the mod folder itself - and the line of the number I changed which seems to have caused this? or is related?
its in the entity.lua file - prototypes/entity.lua ...
by MrSmoothieHuman
Tue Dec 10, 2024 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91][2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range:inf" (FluidEnergySourcePrototype)
Replies: 8
Views: 818

Re: [2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range...: inf" (FluidEnergySourcePrototype)

It was crashing when i tried booting up Factorio again, same exact place in the loading bar - tested it without mods and it seems to load fine? no crash, got to the title screen.
by MrSmoothieHuman
Tue Dec 10, 2024 8:26 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91][2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range:inf" (FluidEnergySourcePrototype)
Replies: 8
Views: 818

[Rseding91][2.0.23] Crash on start "FixedPointNumber.hpp:31: double value not in range:inf" (FluidEnergySourcePrototype)

Randomly had a game crash when booting up Factorio - this wasnt the first time I had booted it up today and was right in the middle of me doing some bugfixing on my mods. Im not sure why it occured or what may have caused it, but the only thing I did before booting up Factorio was change a fluidbox ...
by MrSmoothieHuman
Thu Dec 05, 2024 11:16 pm
Forum: Modding interface requests
Topic: Allow WallPrototypes to use healing_per_tick
Replies: 0
Views: 88

Allow WallPrototypes to use healing_per_tick

As it says on the tin, I would personally like to have WallPrototypes be able to use healing_per_tick - it'd be a useful feature to have, as it means more possible types or sidegrades of walls are possible. I was specifically going to use it for a biological wall type I was developing for my ...
by MrSmoothieHuman
Thu Dec 05, 2024 9:12 pm
Forum: Modding interface requests
Topic: Fluid temperature influencing operating speed of machines
Replies: 1
Views: 148

Re: Fluid temperature influencing operating speed of machines

+1 +1 +1 +1 i beg of this feature, temperature-based fluids need more uses
even if we get some improved documentation on heating fluids and the fluid box shenagians related to it, it'd be a big help
by MrSmoothieHuman
Thu Nov 28, 2024 7:15 pm
Forum: Modding interface requests
Topic: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
Replies: 8
Views: 503

Re: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile


I do not understand, offshore pumps only deduces fluid from tiles if the fluid box prototype does not have a filter set. If filter is set then it does not deduce fluid but sticks to what was given by the prototype - is this mechanism not working? or is it not documented?

currently testing this ...
by MrSmoothieHuman
Mon Nov 25, 2024 4:13 pm
Forum: Modding interface requests
Topic: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
Replies: 8
Views: 503

Re: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile


You may be better suited (especially in this case) by using the much more powerful TileBuildabilityRules that all entities can now use to restrict placement.

With these rules you can make an assembling-machine with a fixed recipe serve as an offshore-pump… but you can also make it yield items in ...
by MrSmoothieHuman
Sun Nov 24, 2024 9:38 pm
Forum: Modding interface requests
Topic: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
Replies: 8
Views: 503

Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile

As the title says, a feature i'd like to see implemented within the OffShorePump prototype is to let it be able to choose between, essenitally, how it worked in 1.0 and how it works in 2.0. Im my mind, this would be achievable by just having a new prototype type that lets you select any fluid, which ...
by MrSmoothieHuman
Fri Nov 01, 2024 12:44 pm
Forum: Modding interface requests
Topic: Trigger technologies can additionally require research
Replies: 11
Views: 868

Re: Trigger technologies can additionally require research



I would like it if you could specify a different localization/name for researching and triggering a technology.


I hadn't thought about the localization, that would definitely be recommended if trigger and research technologies become more powerful.


Specifying which order research and ...
by MrSmoothieHuman
Thu Oct 31, 2024 12:01 pm
Forum: Modding interface requests
Topic: Trigger technologies can additionally require research
Replies: 11
Views: 868

Re: Trigger technologies can additionally require research


Side note, it would be nice to have a multi trigger technology (i.e. produce 100 u235 and 100 u238) for the same technology. I'd assume it would be easier to implement both these ideas at once.


having this would be so nice, i've been meaning to make a request for it myself since its seems like ...
by MrSmoothieHuman
Thu Oct 31, 2024 10:59 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.1X] Error message values shown are "off-by-one"
Replies: 4
Views: 744

Re: [Rseding91] [2.0.1X] Error message values shown are "off-by-one"

thank you! im surprised it was able to be fixed so quickly :]

If im allowed to ask, just because it was such a random bug, what was causing it?

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