Search found 45 matches

by Theanderblast
Sun Jun 28, 2020 6:52 pm
Forum: Angels Mods
Topic: Angels Gas Wells and player mining bonus
Replies: 1
Views: 1072

Re: Angels Gas Wells and player mining bonus

Disregard! What I was seeing was a manifestation of the "new drills don't get mining bonus" bug.
by Theanderblast
Sun Jun 21, 2020 9:51 pm
Forum: Angels Mods
Topic: Angels Gas Wells and player mining bonus
Replies: 1
Views: 1072

Angels Gas Wells and player mining bonus

It appears that the gas well production doesn't take into account the player's mining productivity bonus - e.g. I'm seeing 6K/min rather than 9K/min. Is this intentional? If so, how did you achieve that in the mod? (I'm the author of Max Rate Calculator and am trying to get it to properly calculate ...
by Theanderblast
Sun Jun 21, 2020 4:41 pm
Forum: Modding discussion
Topic: How do I calculate energy consumption via script
Replies: 5
Views: 2421

Re: How do I calculate energy consumption via script

I'm having trouble getting the energy_per_rotation and energy_per_movement values: /c game.print(game.entity_prototypes["inserter"].inserter_rotation_speed) gives: 0.014 but /c game.print(game.entity_prototypes["inserter"].energy_per_rotation) /c game.print(game.entity_prototypes...
by Theanderblast
Sun Jun 07, 2020 9:03 pm
Forum: Modding discussion
Topic: How do I calculate energy consumption via script
Replies: 5
Views: 2421

Re: How do I calculate energy consumption via script

Thanks, that makes sense. Will have to puzzle a bit more on the inserter calcuations.
by Theanderblast
Sat Jun 06, 2020 3:14 pm
Forum: Modding discussion
Topic: How do I calculate energy consumption via script
Replies: 5
Views: 2421

How do I calculate energy consumption via script

I'm the author of the Max Rate Calculator mod. One of the more frequent requests is for it to calculate the energy usage of the tool's selection area. I've been using the new ctrl-shift-e tool to look at entity prototypes to see how I might do this, but it's not obvious to me. For example, the Assem...
by Theanderblast
Tue May 12, 2020 10:53 am
Forum: Modding help
Topic: allowed_effects affects beacons only or modules too?
Replies: 0
Views: 485

allowed_effects affects beacons only or modules too?

I'm trying to get my Max Rate Calculator mod to work properly with mods that use allowed_effects in the entity prototype, such as Pyanodon's Alien Life. According to the wiki https://wiki.factorio.com/Types/EffectTypeLimitation it is supposed to impact both beacon and module effects, but my observat...
by Theanderblast
Sun Nov 17, 2019 11:34 am
Forum: Modding help
Topic: player.screen reporting Unknown position: screen
Replies: 4
Views: 1171

Re: player.screen reporting Unknown position: screen

Excellent! Thanks much!
by Theanderblast
Sat Nov 16, 2019 11:24 pm
Forum: Modding help
Topic: player.screen reporting Unknown position: screen
Replies: 4
Views: 1171

Re: player.screen reporting Unknown position: screen

I just realized they said they're running Factorio 0.17.43 - is that relevant?
by Theanderblast
Sat Nov 16, 2019 11:22 pm
Forum: Modding help
Topic: player.screen reporting Unknown position: screen
Replies: 4
Views: 1171

player.screen reporting Unknown position: screen

Someone's reported a bug with my mod that I can't duplicate. It's happening when I try to access the screen property for the current player. local player = game.players[event.player_index] ... local function get_gui_root(player) -- return player.gui.left return player.gui.screen end I suppose they c...
by Theanderblast
Sun Jan 20, 2019 10:32 pm
Forum: Mods
Topic: [MOD 0.15] Max Rate Calculator
Replies: 2
Views: 2105

Re: [MOD 0.15] Max Rate Calculator

Hey Jeff - awesome mod! I had a similar idea and posted in feature requests before I discovered your great work. After doing so, I had an idea of how your work might be refined to be even more useful. Please see the stuff there in the description after the list of benefits. If the idea makes sense,...
by Theanderblast
Wed Jan 09, 2019 1:17 pm
Forum: Pending
Topic: [0.16.51] New pumpjacks don't get mining prod bonus
Replies: 13
Views: 4321

Re: [0.16.51] New pumpjacks don't get mining prod bonus

If you let the production graph run for the full time period for the graph (I typically use 10 minutes), there's a number at the top that shows the average production rate in units/minute. The number the production graph shows is 8.4k/min before you remove and replace the pumpjack. In this example, ...
by Theanderblast
Tue Jan 08, 2019 5:18 pm
Forum: Pending
Topic: [0.16.51] New pumpjacks don't get mining prod bonus
Replies: 13
Views: 4321

Re: [0.16.51] New pumpjacks don't get mining prod bonus

The setup I'm using seems to match what I calculate the output should be by hand, and with the changes I've got pending to my Max Calculator mod. That the degradation doesn't occur when the mining productivity bonus is zero (even when sped up with beacons) seems to indicate that it's not being appl...
by Theanderblast
Tue Jan 08, 2019 12:31 am
Forum: Pending
Topic: [0.16.51] New pumpjacks don't get mining prod bonus
Replies: 13
Views: 4321

Re: [0.16.51] New pumpjacks don't get mining prod bonus

The setup I'm using seems to match what I calculate the output should be by hand, and with the changes I've got pending to my Max Calculator mod. That the degradation doesn't occur when the mining productivity bonus is zero (even when sped up with beacons) seems to indicate that it's not being appli...
by Theanderblast
Mon Jan 07, 2019 11:07 pm
Forum: Pending
Topic: [0.16.51] New pumpjacks don't get mining prod bonus
Replies: 13
Views: 4321

Re: [0.16.51] New pumpjacks don't get mining prod bonus

I also did not notice the phenomenon if the mining productivity bonus was zero, even if I beacon'd and moduled the pumpjack.
by Theanderblast
Mon Jan 07, 2019 1:55 pm
Forum: Pending
Topic: [0.16.51] New pumpjacks don't get mining prod bonus
Replies: 13
Views: 4321

Re: [0.16.51] New pumpjacks don't get mining prod bonus

Could this potentially be related to the fluidbox update order? What happens if you, _in this specific order_: Place the power, beacons, and beacon modules Place the pumpjack+modules (pumpjack fills up its internal fluidbox then stops) Place the fluid void (pumpjack operates continuously) Measure c...
by Theanderblast
Mon Jan 07, 2019 1:53 pm
Forum: Pending
Topic: [0.16.51] New pumpjacks don't get mining prod bonus
Replies: 13
Views: 4321

Re: [0.16.51] New pumpjacks don't get mining prod bonus

I can reproduce with only the Creative Mode (0.16 Fix) mod. Doing it with no mods will take a bit more time. Still running 0.16.51 Create a passive world. Enable creative mode cheats Set the magic wand to create maximally rich oil deposits and create some. They'll say Yield: 3333% Use Creative to re...
by Theanderblast
Tue Sep 11, 2018 12:35 pm
Forum: Pending
Topic: [0.16.51] New pumpjacks don't get mining prod bonus
Replies: 13
Views: 4321

[0.16.51] New pumpjacks don't get mining prod bonus

Using the Creative Mode mod, I've been studying the production rate of mining drills and pumpjacks (in support of a future update to my Max Rate Calculator mod). I put down a pumpjack on a maxed out oil patch (so we run into the max 100 run), and put Speed 3 modules in it, and put some beacons aroun...
by Theanderblast
Wed Sep 05, 2018 11:40 am
Forum: Modding help
Topic: How is crude-oil resource yield calculated?
Replies: 2
Views: 1270

Re: How is crude-oil resource yield calculated?

eradicator wrote:

Code: Select all

/c
local that = game.player.selected
game.print('This oil field has '.. math.floor((that.amount/that.prototype.normal_resource_amount)*100) ..'% yield.')
Though for internal calculations you shouldn't math.floor() it, that's just to make the printout look nice.
Many thanks!
by Theanderblast
Tue Sep 04, 2018 10:51 pm
Forum: Modding help
Topic: How is crude-oil resource yield calculated?
Replies: 2
Views: 1270

How is crude-oil resource yield calculated?

I've written a mod called Max Rate Calculator, which provides a selection tool you can use on a set of machines, and it calculates the net throughput rates, considering the beacons, modules, etc. I've been asked to extend this to include mining-drills. For ores, it's relatively simple (though I have...

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