Search found 26 matches
- Sun Aug 14, 2016 10:26 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
could you send me this new config.lua so that I integrate it ? I actually just meant your 1.0.7 config.lua (which has those handful of items we talked about yesterday, like gem-ore, small-alien-artifact, etc). When I removed those for a temporary test I had the 20 minute, 500-specials case, but wit...
- Sun Aug 14, 2016 9:42 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
Some extra observations : I removed some of the special cases we talked about earlier from config.lua, because I was wondering if the mod could now handle them too. But it seemed to cause a very slow load again. Enabled debug output again, and it looks like it's partly the lack of small_alien_artifa...
- Sun Aug 14, 2016 8:53 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
For the mismatch, I meant line 509 in the zip you uploaded here. The loop on line 508 uses name_ingr, but line 509 uses name, which seemed a bit odd. Might be perfectly alright, as I don't really understand the full code well enough to judge, but just seemed strange :) Just did a quick load, and the...
- Sun Aug 14, 2016 6:21 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
Giving a special price to "gem-ore" (the basic "unsorted gem" that you get as a side-effect from handling ores, and from which you can sort and refine all the other gems) was enough to bring back all the gems and their derived resources (unless they required other things that go...
- Sat Aug 13, 2016 8:20 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
thx for the help Depeter. i will test zrecycle. you did not tell me : what is the exact name of the gem resource that is lacking ? is it gem-ore ? or all ruby, etc... ? because i can still add its avlue manually in the config.lua (you can even do it yourself for testing) I will have a look at this ...
- Sat Aug 13, 2016 5:53 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
It is indeed Angel's alternate recipes on top of Bob that cause the problem apparently, as adding Angels loses the gems (and thus the advanced laser turrets and many other items). zip at https://wsi.li/3O1Ljy7WRmyp I reckon this might be a pretty complicated case though, as Angels messes with a lot ...
- Sat Aug 13, 2016 5:30 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
In the game with all the mods, it's adding the ZRecycling mod that kills the roboports. Looking in the debug log, it blacklists both the recycle recipe and the regular recipe, one behind the other. But unless you really want to get to the bottom of that, I'll leave it there, as I'm uninstalling that...
- Sat Aug 13, 2016 4:58 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 214839
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
I haven't uploaded to mods.factorio.com yet because I'm not sure about the ettiquette of uploading a forked version. Should I change the name or use the same one? Most cases where people do this, they seem to use the same name, so that's definitely a valid option. Something like "original name...
- Sat Aug 13, 2016 4:36 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
I had problems with recycling and replicator mods (even if I thought these problems were solved...). The problem is that these mods are introducing loops in recipes. My mod trys to find out which is the "original" recipe to craft an item, in order to compute its price from its logical/ori...
- Sat Aug 13, 2016 3:15 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
I'll repeat the edit from my last post here, since you had already posted while I was editing : after uninstalling a few mods (including some recycling and replication mods that probably contained a lot of recipies) I now have a bunch more things to buy in a new game, including robots, but still no ...
- Sat Aug 13, 2016 2:38 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
Fair enough, both would indeed probably take quite a bit of work, while being a bit of a leap from the base concept of the mod :) I just loaded it up, and I noticed it doesn't quite cover all recipes. Are any things intentionally excluded? I'm still trying to figure out a pattern, but one thing I've...
- Sat Aug 13, 2016 1:49 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
I do not really understand what you mean by "evolve your business". But what I had already in mind is a progressively diminishing selling price if you sell too much of one item : it would mimic the law of supply and demand. And if you stop selling this kind of item, the demand will slowly...
- Sat Aug 13, 2016 12:06 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221812
Re: [MOD 0.13] Black Market (sell and buy on the market)
This looks like another very nice mod that I'll be trying out soon! Aside from the primary elements (mini-game of wealth collection, and the utility of being able to get some items without actually crafting them yourself, or maybe even researching the prerequisites), it also has many secondary eleme...
- Sun Jul 24, 2016 6:44 am
- Forum: Mod portal Discussion
- Topic: Modpacks Question
- Replies: 4
- Views: 2631
Re: Modpacks Question
In addition to just being a collection of mods, a modpack might also override or tweak some of the config options of the various mods, to make them integrate better etc. I think that the mod portal doesn't have this capability, therefore making it impossible to tweak automatically the configuration...
- Thu Jul 21, 2016 9:26 am
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 61236
Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !
I'm running the latest Factorio version, in single player mode, and the latest version of your mod. I'll make a zip file and upload it somewhere, PM'ed you the link. Zip contains : full mod directory (with your mod active initially), save made with your mod (that triggers the error when loading with...
- Thu Jul 21, 2016 8:43 am
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 61236
Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !
Since the most recent update I did (not sure what exact version I had before, previous update was max 2 days ago), I'm getting an error when loading a game. I do have a ton of other mods active, so it might not be just this mod that's causing it, but disabling this mod is enough to remove the issue....
- Thu Jul 21, 2016 6:57 am
- Forum: Resolved Problems and Bugs
- Topic: 13.9 Major Performance Hit after deep Exploring
- Replies: 9
- Views: 5360
Re: 13.9 Major Performance Hit after deep Exploring
Depending on where the aggro'ed biters/spitters are stuck, you might be able to just kill them, while leaving (most of the) the spawners alive. That might take a little bit more work, but that would be the price to pay to keep your evolution in check
- Tue Jul 19, 2016 7:57 pm
- Forum: Mod portal Discussion
- Topic: Modpacks Question
- Replies: 4
- Views: 2631
Re: Modpacks Question
In addition to just being a collection of mods, a modpack might also override or tweak some of the config options of the various mods, to make them integrate better etc.
- Tue Jul 19, 2016 7:51 pm
- Forum: Mod portal Discussion
- Topic: [Mod Portal] version number new update detection issue?
- Replies: 3
- Views: 2146
Re: [Mod Portal] version number new update detection issue?
Also noticed similar issues, even for minor version increases. Also, when the update isn't detected, you can install the new version without the standard duplicate-check stopping you (so something might be a bit off there too). When Factorio reloads after that, it'll complain about a duplicate mod, ...
- Mon Jul 18, 2016 3:13 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317545
Re: [MOD 0.13.8] Robot Army. 0.2.0
Just to add another data point : during my cheaty testing game, I didn't have any crashes, despite having about 40 mods running (including Bob, Angel, Misanthrope, ...) and letting it run an entire night at 10x game speed and 100% evolution. When I woke up, EvoGUI said that the droids had scored abo...