Search found 34 matches

by Hyratel
Sun Apr 28, 2019 11:10 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 102906

Re: [MOD 0.16] Bulk Rail Loaders

I've been using these as a "dirty hack" for the fact that the ships in the Cargo Ships mod are bonking HUGE, and as such, take intolerably long to un/load with just inserters (even max-bonus stax). however, because the Boat in that mod is much smaller, the Secret Inserter that BRL uses som...
by Hyratel
Sat Mar 23, 2019 12:23 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29500

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

-pokes dead thread- is OP still maintaining this? latest GIT activity is over a year ago
by Hyratel
Mon Mar 11, 2019 8:49 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 102906

Re: [MOD 0.16] Bulk Rail Loaders

Had a thought: the Cargo Ships mod ( https://mods.factorio.com/mod/cargo-ships ) has HUUUUUGE inventories for the ships, which are reskinned trains. due to a gap in the API, any train can run on any track, or in this case, ships can run on train tracks - AND on Bulk Rail Un/Loaders. It's possible to...
by Hyratel
Sun Oct 21, 2018 12:21 am
Forum: Mods
Topic: Exploration Mode
Replies: 30
Views: 14223

Re: Exploration Mode

well Bob's Ores has integration into RSO, so it spawns its ores using the RSO rules; I turned off all other ores except cobalt and quartz. it might be beneficial to match internal names with Bob's for occasions like this. the main difference is that instead of the vanilla 50-stack ores I get Bob's 2...
by Hyratel
Sun Oct 14, 2018 8:36 am
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44055

Re: Friday Facts #264 - Texture streaming

one thing I can say after playing Warframe, is "Don't be afraid to make the streaming visible" it is VERY visible when you switch 'frames in the inventory that it's streaming the body mesh and textures even after it's drawn onscreen. I can't see it being intrusive to take a few moments lon...
by Hyratel
Wed Oct 10, 2018 3:57 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 140689

Re: [MOD 0.16.x] Modular Armor Revamp

Bug: when you get in an Airplane (aircraft mod) and go into your base with Conduits in your armor, it does a weird something where it maxes out the drain on the power network, blacking out everything else and not actually charging your batteries. recovery is by popping one Conduit out of the armor a...
by Hyratel
Thu Oct 04, 2018 6:51 am
Forum: Mods
Topic: Exploration Mode
Replies: 30
Views: 14223

Re: Exploration Mode

I'm getting a collision between Alternative Oil Processing and Flow Control or Advanced Underground Piping (either-both are affected), it throws the following error during loading : https://i.imgur.com/9ZIQhqi.png Eta: getting a crash on load from TechSpec, chasing down the collisison, will edit to ...
by Hyratel
Mon Jul 30, 2018 10:34 pm
Forum: Mods
Topic: [MOD 0.17.69+] Solarthermal Energy
Replies: 4
Views: 3080

Re: [MOD 0.16.36+] Solarthermal Energy

Figuring out the best ratios for Mk3 Solarthermal has been a bit of a minor adventure, I'm enjoying experimenting with it all
by Hyratel
Sun Jul 22, 2018 3:52 am
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39156

Re: [MOD 0.16.x] Whistle Stop Factories

will refineries retroactively spawn where they otherwise would in already-explored land? and is there a command to re-trigger spawning?
by Hyratel
Tue Jul 17, 2018 6:33 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49669

Re: [MOD 0.16] Vehicle Wagon 1.2.5

I think I've found a bug in either this mod or the AAI mod. I am currently running the AAI mods in conjunction with bobs and angels and I have found a problem when trying to get my car onto a transport wagon. I am not in the car nor am in the train, but when i have the winch tool in my hand, and I'...
by Hyratel
Mon Jul 16, 2018 9:18 am
Forum: Mods
Topic: Exploration Mode
Replies: 30
Views: 14223

Re: Exploration Mode

A bit more in-depth description of each mod separately would be welcome - what buildings do they add, what kind of progression is there within the mod, what vanilla item/stats does it affect, etc. I'm specifically looking at Outpost Power to fill out the huge gap in tech from boiler-steam to nuclear
by Hyratel
Fri Jul 06, 2018 4:06 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55127

Re: Friday Facts #250 - Dead end conclusion

still not a fan of the toolbelt becoming a Linkbar UNLESS the main inventory is expanded to compensate, adding 10 slots for every row of toolbelt slots
by Hyratel
Wed Jul 04, 2018 5:21 pm
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39156

Re: [MOD 0.16.x] Whistle Stop Factories

Disable all, and then add them back one at a time with Whistle Stop turned on - it didn't take long because it was at the top of the list :D. glad I could give you exactly the information you needed to solve it
by Hyratel
Tue Jul 03, 2018 12:16 am
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 39156

Re: [MOD 0.16.x] Whistle Stop Factories

so when both AAI Industries and the Newest (0.0.5) Whistle Stop Factories are both installed, WSF throws the following error during loading - Failed to load mods: __WhistleStopFactories__/data-final-fixes.lua:10: __WhistleStopFactories__/scripts/recipeSetup.lua:139: attampe to concatenate local 'pro...
by Hyratel
Mon Jul 02, 2018 10:55 pm
Forum: Mods
Topic: Exploration Mode
Replies: 30
Views: 14223

Re: Exploration Mode

any word on an update here? this is exactly what I've been looking for to interim between steam to nukes
by Hyratel
Sat May 05, 2018 8:29 pm
Forum: Mods
Topic: [MOD 0.12.11+] Concreted Rail Tracks
Replies: 40
Views: 41552

Re: [MOD 0.12.11+] Concreted Rail Tracks

This doesn't work with the Rail Block Visualisation - is there any easy way to fix that?
by Hyratel
Fri Jan 12, 2018 6:25 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 370351

Re: Friday Facts #225 - Bots versus belts (part 2)

I would normally argue very strongly against "weight" mechanics, but as a limitation on bots, in this specific instance...it might make the most sense. Factorio 2: Good luck moving asteroids, ye tiny droids! perhaps have the maximum cargo size reduce bot speed by 1/3 or so? idk, I general...
by Hyratel
Fri Jul 07, 2017 5:24 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 67756

Re: Friday Facts #198 - Rail segment visualisation

4-colour theorem says that you should only need four different (hopefully harmonising) colours to display any such rail-markers. If you can find four nice colours, that go well together without circus effects (e.g. pastelly or something), it should be easily do-able and you only have to worry about...
by Hyratel
Fri Jun 23, 2017 5:42 pm
Forum: News
Topic: Friday Facts #196 - Back on track
Replies: 42
Views: 22529

Re: Friday Facts #196 - Back on track

chris13524 wrote:Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy.
I think it probably has to do with how the entire game is deterministic in absence of external inputs, combined with heavy optimisations
by Hyratel
Thu May 04, 2017 6:40 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314295

Re: [MOD 0.13.17+] Rampant - 0.15.4

I'm crossposting because I don't know whose code it would fall under but the Dumb Spitter Shots bypass Walls Block Spitters Mod, rendering my turrets vulnerable when I was expecting otherwise

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