Search found 91 matches

by Vas
Thu Feb 11, 2021 8:00 pm
Forum: Ideas and Requests For Mods
Topic: Terraforming!
Replies: 0
Views: 1096

Terraforming!

I would like to see a balanced, slow and scientifically accurate mod for terraforming. Changing land over time to be ideal. Including landfill land. Thats the short version, now lemme put forth some of my ideas for such a mod with details and such! -------------- Lets imagine that you start in a des...
by Vas
Tue Feb 09, 2021 12:25 pm
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 3792

Re: Blueprints should be available on game start.

I mean its just silly to hide features of the game away from the new players because, as stated earlier, people likely get this game after seeing gameplay of other players and may be confused as to why they don't have the same features, or they may end up quitting before they get to those features f...
by Vas
Mon Feb 08, 2021 4:10 pm
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 3792

Re: Blueprints should be available on game start.

I haven't reinstalled, no. But I did move the steam drive from one laptop to the other when I upgraded. I also transferred most of my appdata folders to keep saves and whatnot. All my mods and such were kept.
by Vas
Mon Feb 08, 2021 1:49 pm
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 3792

Re: Blueprints should be available on game start.

I can't access these things, and I have beaten the game in the past. So if you decided to suddenly hide them and reset any sort of progress players once had, now they aren't available unless you complete that far into the game once again. Which is a bit silly to just hide them to not confuse new pla...
by Vas
Mon Feb 08, 2021 1:06 pm
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 3792

Blueprints should be available on game start.

Copy Paste, Blueprint Saving, Blueprint Library, all of these things should be immediately available on game start, not locked behind the requirement of research which, you seem to have hidden away further and further for some reason. Blueprints aren't for robots. They are for layouts and plans. You...
by Vas
Tue Nov 26, 2019 2:06 pm
Forum: Reika's Mods
Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
Replies: 13
Views: 7445

Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Here's one more thing I should add that may help in tweaking the mod later on if you decide on any sort of rebalancing, Reika. Some settings I added into my personal copy for while I play. addTechEvoThreshold("turrets", 0.01) addTechEvoThreshold("stone-walls", 0.03) addTechEvoThr...
by Vas
Thu Nov 21, 2019 6:21 pm
Forum: Reika's Mods
Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
Replies: 13
Views: 7445

Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

So, when I looked at your mod, and was attempting to add settings to it I hit a pitfall where I have no idea how to add settings to your mod the way I did bob's greenhouse (which my settings no longer work for since 0.17 because the devs changed something somewhere that broke my damn mod with no app...
by Vas
Thu Nov 21, 2019 9:33 am
Forum: Reika's Mods
Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
Replies: 13
Views: 7445

Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

I have some thoughts for this mod. I looked at its code a bit too and was trying to figure out how I could improve upon it but I'm not really a coder or anything so. So, what I was thinking it would be nice to have enemies evolution capped till I do certain things, and the cap reduces at certain sta...
by Vas
Mon Mar 11, 2019 3:58 pm
Forum: Off topic
Topic: Linus ex-jerk to learn Empathy
Replies: 6
Views: 5827

Re: Linus ex-jerk to learn Empathy

2.) As you point out, there's not having empathy, there's being somewhat abrasive while still giving constructive criticism, and there's just being an asshole by copiously insulting people... 4.) The unofficial Discord isn't the alpha and omega of the Factorio community. And I don't see why you wou...
by Vas
Mon Mar 11, 2019 11:19 am
Forum: Off topic
Topic: Linus ex-jerk to learn Empathy
Replies: 6
Views: 5827

Re: Linus ex-jerk to learn Empathy

Well, I don't think any of the mods are forum mods, its mostly the discord moderatos that seem to be the trolls and allowed people to harass me. I did specifically mention the discord server after all. Its a big part of how I participate in communities. I've been inactive in the last year because I ...
by Vas
Mon Mar 11, 2019 8:10 am
Forum: Off topic
Topic: Linus ex-jerk to learn Empathy
Replies: 6
Views: 5827

Linus ex-jerk to learn Empathy

https://arstechnica.com/gadgets/2018/09/linus-torvalds-apologizes-for-years-of-being-a-jerk-takes-time-off-to-learn-empathy/ I found this interesting. Many people seem to emulate this guy here, especially in the discord where they enjoy being a troll and harassing people. Maybe those people should a...
by Vas
Wed Oct 03, 2018 12:04 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320244

Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

I'd like to know if there's a way to insert an ion cannon or other "orbitals" without launching a rocket. Like in my alternate starts mod, I'd like to be able to add compatibility with mods like this so people can start the game with an ion cannon or two already in orbit. Even better if I ...
by Vas
Fri Feb 16, 2018 9:54 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 68127

Re: [MOD 0.14] AAI Vehicles: Miner

I know about the notification thing, but I still prefer there cause of the separated out topics. Which is why I came here after I posted them to notify you. I myself leave my tabs open fairly often and my browser 24/7, and just refresh whenever I feel like it. It would be nice if there were notifica...
by Vas
Fri Feb 16, 2018 12:29 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 68127

Re: [MOD 0.14] AAI Vehicles: Miner

I prefer using the mod portal for discussions because it lets me create separate threads and monitor those rather than scrolling through 60 pages of posts on a single mod forum post. :P Not the case with this specific mod because its so far only 4 pages, but you get my point. I made several posts on...
by Vas
Mon Feb 12, 2018 8:41 pm
Forum: Balancing
Topic: Bots Versus Belts - Vas's Take
Replies: 15
Views: 7417

Re: Bots Versus Belts - Vas's Take

You did have a short version included, but it doesn't really say anything meaningful but starts rambling about why and how you play. Frankly, I could not care less. That is also where I stopped reading. If you have an idea then get the reader interested. And do your homework first to see if it has ...
by Vas
Mon Feb 12, 2018 8:35 pm
Forum: Modding help
Topic: How do you check for a mod being enabled in LUA?
Replies: 6
Views: 3613

Re: How do you check for a mod being enabled in LUA?

That doesn't seem vague at all. In fact, it gives you all the information you need. It does assume that you know a bit about how Lua works. So yes, `if game.active_mods["timed_technology"] then ...` is the correct way to check if a mod named "timed_technology" is active. If it d...
by Vas
Mon Feb 12, 2018 5:10 pm
Forum: Balancing
Topic: Bots Versus Belts - Vas's Take
Replies: 15
Views: 7417

Re: Bots Versus Belts - Vas's Take

Caine wrote:For the rest: TL;DR. Add an abstract if you are going to post a wall of text.
An abstract?
by Vas
Mon Feb 12, 2018 4:50 am
Forum: Balancing
Topic: Bots Versus Belts - Vas's Take
Replies: 15
Views: 7417

Re: Bots Versus Belts - Vas's Take

Well Maximus, someone asked for my input on robots versus belts, and I provided a long explanation of my input and felt that I should share it with others too instead of just a private message about the same size as the first post here.
by Vas
Mon Feb 12, 2018 1:50 am
Forum: Balancing
Topic: Bots Versus Belts - Vas's Take
Replies: 15
Views: 7417

Bots Versus Belts - Vas's Take

Today someone mentioned that he feels bots are too over powered. I wasn't around during the whole bots versus belts debacle of that one FFF, so I wanted to provide my take on things, even though its yet another topic on it. -- Mmm, now if only I was good at formatting... >.> I hear people even talk ...
by Vas
Sun Feb 11, 2018 10:56 pm
Forum: Modding help
Topic: How do you check for a mod being enabled in LUA?
Replies: 6
Views: 3613

Re: How do you check for a mod being enabled in LUA?

Bilka. I'm sorry, but this doesn't help, as I've seen these pages before. I've found the second link you gave when looking for a way to test for mods, thats how I learnt about active_mods in the first place... The page is very vague on how active_mods works, and doesn't specify anything about how it...

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