Search found 23 matches

by ledzilla
Sat Mar 31, 2018 4:31 pm
Forum: Modding help
Topic: Updating Mod to 16.36, Replacing "full_or_satisfied_request"
Replies: 0
Views: 560

Updating Mod to 16.36, Replacing "full_or_satisfied_request"

There's a mod I've been using for a long time, but the developer hasn't updated it for 0.16+. I've been fixing it, but I came across an issue in "control.lua" I can't seem to resolve. This is the line: for x,chest in pairs(net.full_or_satisfied_requesters) do The problem is "full_or_s...
by ledzilla
Sun Dec 18, 2016 2:39 am
Forum: Modding discussion
Topic: Titanium with both Beyond and Factorio-Extended
Replies: 2
Views: 1609

Re: Titanium with both Beyond and Factorio-Extended

I got it figured out. Partially, I'm an idiot that was looking for Factorio-Exetended's titanium plates under the wrong tab. Second, I found FE's titanium plate recipe and changed it to not require smelting. Seems to all be good now. The problem was that both required smelting, and furnaces don't ex...
by ledzilla
Mon Dec 12, 2016 2:49 am
Forum: Modding discussion
Topic: Titanium with both Beyond and Factorio-Extended
Replies: 2
Views: 1609

Titanium with both Beyond and Factorio-Extended

I'm running with both Factorio-Extended and Beyond, but they have conflicting titanium elements. Smelting titanium ore only yields Factorio-Extended's titanium plates, but through logistics I can only request Beyond's titanium. Is there a way to fix this so they can both work together? I assume it i...
by ledzilla
Fri Oct 21, 2016 12:49 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 217004

Re: Uranium Power

Yeah, I might need to completely revise my layout using the 144MW reactor. It's quite probably that my water production is not dense enough to handle the demand. As for the full demand on the turbine/cooling towers, this layout seems to be pretty stable: factorio_screen_0006.png Although needing two...
by ledzilla
Thu Oct 20, 2016 7:18 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 217004

Re: Uranium Power

Your issue here is the lack of rods. When the chest is full of rods, then the reactor will continue to generate enough heat to maintain 3k of steam, even when the electrical network is under a heavy burden. This was always a mystery to me as well, until figuring out that the number of rods determin...
by ledzilla
Thu Oct 20, 2016 4:24 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 217004

Re: Uranium Power

Not certain if I'm doing something wrong here or not, so thought I'd ask. I attached a screen shot of my layout, but I have encountered a couple problems: 1) For both steam generators, the hot legs remain around 300 degrees, constantly fluctuating between 296 and 301, even though the 72MW reactor an...
by ledzilla
Thu Oct 13, 2016 4:42 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 53831

Re: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)

Also, there were some problems encountered and it turned into a bit of a mess. Is there a way to completely reset the underground layer?
by ledzilla
Thu Oct 13, 2016 4:32 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 53831

Re: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)

I'm really "digging" this mod. But I was wondering about something. I have a couple large, very rich resource patches dumping into the hole from the underground. Up on the surface, I have four connectors to pull the resources out. However, only one connector is actually pulling the resourc...
by ledzilla
Fri Jun 17, 2016 3:25 am
Forum: Mods
Topic: MOD[0.12.33] Advanced Accumulators
Replies: 3
Views: 1952

Re: MOD[0.12.33] Advanced Accumulators

Updated the ZIP with new images and revised scripting. Wouldn't mind some constructive feedback in the appearance and balance of my work.
by ledzilla
Fri Jun 17, 2016 2:03 am
Forum: Mods
Topic: MOD[0.12.33] Advanced Accumulators
Replies: 3
Views: 1952

Re: MOD[0.12.33] Advanced Accumulators

I checked it out, but it didn't provide any insight. However, I did determine what was happening and fixed it. I had to slow down the animation. Working on the image files some more to improve some contrast.
by ledzilla
Wed Jun 15, 2016 7:03 pm
Forum: Modding help
Topic: Turret lowers framerate after first shot?
Replies: 7
Views: 2138

Re: Turret lowers framerate after first shot?

Scanning only happens when an enemy is within range to fire else the game's performance would go to garbage with more turrets placed. Ok. so does that mean that scanning is for detecting info on all enemy targets within range once an enemy has crossed the range threshold? Just trying to reconcile t...
by ledzilla
Wed Jun 15, 2016 6:46 pm
Forum: Mods
Topic: MOD[0.12.33] Advanced Accumulators
Replies: 3
Views: 1952

MOD[0.12.33] Advanced Accumulators

Name: Advanced Accumulators Description: This mod adds three new accumulators, each with increasing energy storage, and energy input/output License: / Version: 0.1.0 Release: 2016-06-15 Tested-With-Factorio-Version: 0.12.33 (Steam) Category: Gameplay Tags: Electricity I got tired of needing vast fie...
by ledzilla
Tue Jun 14, 2016 2:50 pm
Forum: Modding help
Topic: Technology icon: sprite outside of .png
Replies: 13
Views: 4528

Re: Need a bit of help

You should make the thread title relevant to your question. This ^^ Titling your post so people know what you're needing help with will assist in people being able to understand what is wanted. Can you post your code where you're defining the image and having the error? if we can see what you're do...
by ledzilla
Mon Jun 13, 2016 7:51 pm
Forum: Modding help
Topic: Turret lowers framerate after first shot?
Replies: 7
Views: 2138

Re: Turret lowers framerate after first shot?

If the range is 500 then it's going to need to scan a 1000x1000 tile area around its self for things to shoot when it gets ready to shoot which is going to be slow. Don't make the range 500 - problem solved. hmmm. I guess that is a bit excessive. so the math on that is range x2 ^2? I believe the ma...
by ledzilla
Mon Jun 13, 2016 7:48 pm
Forum: Modding help
Topic: Turret lowers framerate after first shot?
Replies: 7
Views: 2138

Re: Turret lowers framerate after first shot?

If the range is 500 then it's going to need to scan a 1000x1000 tile area around its self for things to shoot when it gets ready to shoot which is going to be slow. Don't make the range 500 - problem solved. But wouldn't that also mean that the frame rate should drop upon placement, as well? Becaus...
by ledzilla
Mon Jun 13, 2016 6:14 pm
Forum: Modding help
Topic: Can't Get Animation to Work
Replies: 5
Views: 2075

Re: Can't Get Animation to Work

I tried changing the animation to the following, but it still will only show a single frame: charge_animation = { stripes = { { filename = "__ModdedAccumulators__/graphics/entity/mod-accumulator-mkII-charging.png", width_in_frames = 2, height_in_frames = 1, }, }, width = 124, height = 103,...
by ledzilla
Sat Jun 11, 2016 8:40 pm
Forum: Modding help
Topic: Can't Get Animation to Work
Replies: 5
Views: 2075

Re: Can't Get Animation to Work

Ok, just for kicks, I decided to tell the animation to run in reverse, and the second frame displayed, but there was no animation. It was not alternating between both frames of the animation.
by ledzilla
Sat Jun 11, 2016 8:07 pm
Forum: Modding help
Topic: Can't Get Animation to Work
Replies: 5
Views: 2075

Re: Can't Get Animation to Work

Well, default accumulators have animation speed of .5, which I'd assume is "change frame every 2 ticks" and following that logic speed 4 would be "skip forward 4 frames on each tick". Other than that, you might double check, where charge_animation table is nested in parent proto...
by ledzilla
Sat Jun 11, 2016 4:31 am
Forum: Modding help
Topic: Can't Get Animation to Work
Replies: 5
Views: 2075

Can't Get Animation to Work

I've mostly completed a mod of accumulators, but I'm having trouble with the animation. So far it's only the charging animation, as I haven't tested discharging yet. I created a simple two frame animation file, but it when charging the sprite doesn't change from the normal image. or it is only stick...
by ledzilla
Sat Jun 11, 2016 4:14 am
Forum: Modding help
Topic: Change Entity Sprite Based Upon Property Value
Replies: 5
Views: 2063

Re: Change Entity Sprite Based Upon Property Value

Well, my idea didn't work, and I'm not certain how the Nixie Tubes mod does what it does. Well, I understand part of it, just don't get how they make it work as a "car".

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