Search found 263 matches

by Recon777
Fri Oct 11, 2019 11:46 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 61
Views: 6053

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Regarding the non-colliding biters: Doesn't this also mean that an entire swarm could overlap onto a tiny space and attack through a choke point with the same effectiveness as if the choke point wasn't there?
by Recon777
Sat Jul 20, 2019 6:04 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

Honestly, if we could just walk through pipes that'd cover about 80% of Squeakthrough's usefulness. Pipes are the main culprit because they tend to form hook-shaped figures that are impassible, often "catching" you as you run by.
by Recon777
Fri Jul 12, 2019 1:48 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

But it does all of this relatively early, during its data-updates stage. If you're adding new entities later than that, e.g. in data-final-fixes - as recommended for DCM and DSB, because you need to catch all the item and tech creation from a slew of other mods - then you end up in a situation wher...
by Recon777
Thu Jul 11, 2019 4:23 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

There seems to be an issue with the bounding box of our higher tier crating machines. Squeakthrough isn't playing nice with it for some reason, though I'm not yet sure what is the root of the issue. https://cdn.discordapp.com/attachments/215347798533472256/598456401169219601/unknown.png I was trying...
by Recon777
Mon Apr 22, 2019 2:47 am
Forum: Ideas and Suggestions
Topic: Allow editing of blueprint icons within the library
Replies: 0
Views: 58

Allow editing of blueprint icons within the library

TL;DR Please let us edit the blueprint icons from within the blueprint library similar to how we can for blueprints physically in our inventory. What ? Currently, in the blueprint library, we cannot change the icons which visually represent the blueprint. See image below: https://i.imgur.com/dMBpQy...
by Recon777
Sat Apr 13, 2019 12:51 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

To be honest, we don't use the crating machines to get more items onto a single belt. We use them in conjunction with logistics bots [snip] When I first made this mod, I asked the devs to give us an event or parameter which blocked bots from picking up specific items, so I could block them from mov...
by Recon777
Fri Apr 12, 2019 5:29 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

Pawz did most of the coding, but from our discussions, the impression I got was that there was no other way to do it because your base mod doesn't expose any functions that could add tiers. I just gave you a better way. Deepcopy the tier 1 machine and edit only the parameters you need to. I'm not a...
by Recon777
Fri Apr 12, 2019 4:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.29] Game crashed while trying to make a blueprint
Replies: 23
Views: 2144

Re: [0.17.29] Game crashed while trying to make a blueprint

Mine crashed when I passed my mouse over a blueprint book that was linked in my taskbar.
Just a mouseover was enough to do it. Didn't even click on it or anything.
by Recon777
Fri Apr 12, 2019 12:16 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

The upgrade planner doesn't work with these. Crating Machine 1 becomes an Assembling Machine 2 Just need to add the upgrade planner definitions. We've fixed it in our Bob-integration mod, if you want to just copy over the code into the base. Also made them their own subgroup in the build menu, fixe...
by Recon777
Fri Apr 12, 2019 3:03 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

The upgrade planner doesn't work with these. Crating Machine 1 becomes an Assembling Machine 2 Just need to add the upgrade planner definitions. We've fixed it in our Bob-integration mod, if you want to just copy over the code into the base. Also made them their own subgroup in the build menu, fixed...
by Recon777
Wed Apr 10, 2019 7:46 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

Deadlock989 wrote:
Wed Apr 10, 2019 12:23 am
shanemadden might take a look at it if you ask him nicely. I'm way too far gone to run around after Bob.
I fixed the recipe issue, though I'll have to dig a bit to learn how to fix the speed.
I don't suppose you could expose an add tiers function in your mod so other mods could add more machines?
by Recon777
Wed Apr 10, 2019 12:12 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

Any chance we could get a settings variable to determine the base crafting speed? I'm getting these gaps: Shouldn't be happening since the last patch or two. Can't reproduce. Are you using any other mods? Need more info. Alright, I reproduced it. Took out all mods except crates and Bob's. In the mo...
by Recon777
Tue Apr 09, 2019 6:45 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 185
Views: 15170

Re: [MOD 0.17] Deadlock's Crating Machine

Any chance we could get a settings variable to determine the base crafting speed? I'm getting these gaps:

Image
by Recon777
Thu Apr 04, 2019 2:32 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 497
Views: 47635

Re: [0.17.x] Bob's Mods: General Discussion

As you can see, to start with, everything from big and higher should drop by 0.1, and Leviathan has a 0.05 rating where most others have around a 0.3, meaning it's a 6th as likely to spawn. To make things harder, I could add options to change the spawning so that tougher enemies show up even earlie...
by Recon777
Wed Apr 03, 2019 12:22 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 497
Views: 47635

Re: [0.17.x] Bob's Mods: General Discussion

MageKing17 wrote:
Wed Apr 03, 2019 5:17 am
If that's not the way you want to play, why are you using Rampant at all?
Because it's the only way to get a challenge in the LATE game.
by Recon777
Wed Apr 03, 2019 2:23 am
Forum: Not a bug
Topic: [0.17.23] - Bots from opposite player prioritize my tasks
Replies: 5
Views: 217

Re: [0.17.23] - Bots from opposite player prioritize my tasks

It's not so much about timing as who gets the deconstructed materials. If you do a cut/paste on something you put down, you want the materials to go to you so that you can paste them again where they go. If you have to wait for someone else's bots to fly across the map.... there's no reason it shou...
by Recon777
Wed Apr 03, 2019 2:16 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 497
Views: 47635

Re: [0.17.x] Bob's Mods: General Discussion

Well, if you're playing with mods, you likely have some basic knowledge of Factorio's mechanics, so you should be aware that it's a good idea to : - Add some defenses before (or shortly after) massively expanding production and the resulting pollution cloud. - Try to get Military 2 (20 R&G) or Phys...
by Recon777
Wed Apr 03, 2019 1:11 am
Forum: Not a bug
Topic: [0.17.23] - Bots from opposite player prioritize my tasks
Replies: 5
Views: 217

Re: [0.17.23] - Bots from opposite player prioritize my tasks

It's not so much about timing as who gets the deconstructed materials. If you do a cut/paste on something you put down, you want the materials to go to you so that you can paste them again where they go. If you have to wait for someone else's bots to fly across the map.... there's no reason it shoul...
by Recon777
Tue Apr 02, 2019 6:10 am
Forum: Not a bug
Topic: Factorio keeps turning off my keyboard lights
Replies: 1
Views: 83

Factorio keeps turning off my keyboard lights

When the game restarts, my keyboard lights go out. I'm using a Logitech G710+ Quite often when doing things with Factorio, I notice my key lights are off but I have not done a lot of troubleshooting to find out the exact instances which cause it. One which I do think is reliable is when I update mod...
by Recon777
Tue Apr 02, 2019 6:04 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 497
Views: 47635

Re: [0.17.x] Bob's Mods: General Discussion

Well, if you're playing with mods, you likely have some basic knowledge of Factorio's mechanics, so you should be aware that it's a good idea to : - Add some defenses before (or shortly after) massively expanding production and the resulting pollution cloud. - Try to get Military 2 (20 R&G) or Phys...

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