Search found 478 matches

by Adamo
Sat Dec 09, 2023 6:03 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 44
Views: 21947

Re: Version 0.17.56

Hey long time no see ! Funny to hear you ask questions as i remember you provided many answers to me about gravitationnal wave or speed of information and other complicated things that i'm still thankfull to have learned; I guess it's my turn :) Excellent. Thanks. And hey man, yes, I'm back. I'm wo...
by Adamo
Tue Nov 28, 2023 1:37 am
Forum: Releases
Topic: Version 0.17.56
Replies: 44
Views: 21947

Re: Version 0.17.56

mmmPI wrote:
Mon Oct 30, 2023 9:14 pm
I prefer the future bridges but i loved the old ones too :
20190618023300_1.jpg
Wait what am I looking at here? Do these actually work?
by Adamo
Mon Oct 30, 2023 2:07 am
Forum: Resource Spawner Overhaul
Topic: Is the adamo.lua config still valid?
Replies: 0
Views: 321

Is the adamo.lua config still valid?

Hey, I'm reviving my mods. Is the config in adamo.lua still valid? Trying to figure out why it's not spawning natural gas at the starting location in some cases. Also wanted to make sure the simplesilicon.lua doesn't need any updates. I can update them, just trying to figure out if that's the proble...
by Adamo
Mon Nov 16, 2020 5:48 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28296

Re: [MOD 0.17+] Adamo Mods

Koravel wrote:
Sun Oct 25, 2020 7:52 pm
I took a blind shot in the dark that might fix this. Give it a try when you have time.
by Adamo
Mon Jul 27, 2020 5:04 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28296

Re: [MOD 0.17+] Adamo Mods

Nice to see you back again, unfortunatly do i not play factorio currently anymore. Regarding my playthrough with adamo chemicals+angels+bobs i created a simple compatibility mod fixing the balance, tech or other issues. But i had also to change some of those mods to get compatibility and a nice gam...
by Adamo
Sun Jul 19, 2020 9:07 am
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 2452

Re: Network Mask for Electric Poles

Do you mean with “mask” a bitmask, where if two poles have the same bits set a connection is allowed? I think that’s over engineered. A number (= color) would be enough. Only poles of the same color can connect. In practice this would look like so, that you place poles and then have a tool to give ...
by Adamo
Sun Jul 19, 2020 2:45 am
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 2452

Re: Network Mask for Electric Poles

This should be possible with a mod. Using scripts when entities are built, connections between incompatible entities can be removed, or connections between compatible entities created. It is possible to make a hack to do this using a script, yes. Scripts are inherently unstable and thus are not the...
by Adamo
Fri Jul 17, 2020 10:58 pm
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 2452

Network Mask for Electric Poles

TL;DR A "network-mask" value on the electric pole prototype that masks the auto-wire feature when placing poles in range of each other, or something similar, to allow creating pole entities that automatically enable overlapping electrical networks. What ? The technical aspect is explained...
by Adamo
Mon Jul 13, 2020 5:02 pm
Forum: Not a bug
Topic: [0.18.35] Hung without log output, currently unknown cause
Replies: 4
Views: 1945

Re: [0.18.35] Hung without log output, currently unknown cause

Thanks posila. I'll try running the recalculate function in his mod to see if that fixes it, or keep that in mind to remove and reinstall if we see a similar hang. We actually have a plan to write another mod that does a similar function, so maybe that will light the fire for us to get on that. Woul...
by Adamo
Mon Jul 13, 2020 3:07 am
Forum: Modding help
Topic: Runtime Transparency?
Replies: 1
Views: 1079

Re: Runtime Transparency?

Dude, I feel like at this point I have kicked around every color/alpha value in this game, and I still don't quite know how they all layer. In your case I think you should try the runtime tint first. Set r, g, and b to whatever, then the a value to your desired transparency. See what happens. I got...
by Adamo
Mon Jul 13, 2020 2:32 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 17865

Re: IR in 0.18

ZombieMooose wrote:
Mon Jul 13, 2020 2:15 am
Not having access to a mod means I died of diabetes.
Mark it COVID.
by Adamo
Sun Jul 12, 2020 2:54 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 17865

Re: IR in 0.18

edit: nevermind, I'm an idiot and missed half this thread, where you already responded, Deadlock. Good luck with your degree. PhD programs can be such a great way to spend your time not feeling valued. Based on my few interactions with Deadlock, I am confident that if he ultimately decides to abando...
by Adamo
Fri Jul 10, 2020 11:21 pm
Forum: General discussion
Topic: does game have potential to teach me principles of elecrical engineering?
Replies: 9
Views: 3628

Re: does game have potential to teach me principles of elecrical engineering?

This game is more for engineers to relax and play with simplified versions of what we do. If you find factorio interesting, you may find engineering interesting. If you want to learn more about engineering, then learn math as well as you can (doesn't have to be perfect), and start trying to use it t...
by Adamo
Thu Jul 09, 2020 11:37 pm
Forum: 1 / 0 magic
Topic: [0.17.79] Hard crash around the time of saving (Before and after), Corrupted autosave file
Replies: 2
Views: 1689

Re: [0.17.79] Hard crash around the time of saving (Before and after), Corrupted autosave file

Edit 2: Realized I'm not on the newest experimental version. Not sure how to get help then? Do I just have to wait and hope it ends up fixed in one of the experimentals? Thanks in advance for all the hard work. Regarding this question, you can just download the experimental version and try it. It m...
by Adamo
Thu Jul 09, 2020 9:21 pm
Forum: Not a bug
Topic: [0.18.35] Hung without log output, currently unknown cause
Replies: 4
Views: 1945

[0.18.35] Hung without log output, currently unknown cause

Hi All, I need some help with this one before I can tell you much more about what's going on. I can provide a savefile -- http://adamo.network/factorio/paludis.zip -- and a mod pack to go with it -- http://adamo.network/factorio/mods.zip. I would like to do more to diagnose this issue myself, but if...
by Adamo
Thu Jul 02, 2020 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
Replies: 5
Views: 3422

Re: [18.34] Fluid box connection doesn't draw under the condition that input is shared between underground and above gro

From what i see, issue is quite convoluted. That entity has 2 fluid boxes for input, first one is with 2 underground connections and no pipe covers (same applies to pipe pictures), second has 1 regular connection and has pipe covers. When multiple fluidboxes are merged due to recipe, they form a Fl...
by Adamo
Thu Jul 02, 2020 12:16 am
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
Replies: 5
Views: 3422

Re: [18.34] Fluid box connection doesn't draw under the condition that input is shared between underground and above gro

Sure thing. Take a peek at this save, which is just a simple proving ground. I *think* you can see the issue with just the following mods: adamo-carbon and adamo-cinefaction. I'll upload those here. Hopefully with those loaded you can see the issue right when you load up. Peek at the "Still&quo...
by Adamo
Wed Jul 01, 2020 5:43 am
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
Replies: 5
Views: 3422

[boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB

Hey All, I found an (I suspect) esoteric bug. In the case where a production machine has two input fluid boxes -- one being of underground type designated by setting the max_underground_distance value, and one being of the normal above-ground type -- AND both inputs are accepting a single, shared in...
by Adamo
Wed Jul 01, 2020 3:47 am
Forum: Resolved Problems and Bugs
Topic: [0.18.26] Crash when loading a save
Replies: 3
Views: 1524

Re: [0.18.26] Crash when loading a save

I can try to fix this. The Chopper mod is a fork of Kumpu's original Helicopter mod. The system is pretty wicked due to the way it has to rebuild the function tables on load, but I gutted the entire thing myself, so I know most of what's going on. I can't imagine what it would be doing with vanilla ...

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