Search found 26 matches

by Yokmp
Fri Apr 08, 2022 2:54 am
Forum: Modding help
Topic: Fluidbox minimum_temperature and maximum_temperature not working?
Replies: 9
Views: 3186

Re: Fluidbox minimum_temperature and maximum_temperature not working?

So specifying a list/array of different accepted fluids isn't supported in the fluidbox at all, and would currently murder performance if it was hacked in (going through a whole list of accepted types for all filtered inputs etc.) In theory the only time a check is needed is when it changes the flu...
by Yokmp
Sat Feb 05, 2022 7:58 pm
Forum: Wiki Talk
Topic: Wiki Login Problems
Replies: 1
Views: 1842

Wiki Login Problems

Today I had to change all my passwords for Factorio and got stuck in the wiki one. I'm not shure when and if I created one there but when I request a new account it says that my username is already taken. So my guess is I alredy have an account but just can't log in and there seems to be no reset pa...
by Yokmp
Mon Jun 21, 2021 1:49 pm
Forum: Implemented for 2.0
Topic: Recipe keys or key or normal.key or normal.keys or ...
Replies: 6
Views: 2189

Re: Recipe keys or key or normal.key or normal.keys or ...

What i would do, or Option A: Implement the new standart and log a warning if a mod uses the old method Could even state that it won't work from version 1.1x onward anymore Then, if a mod still uses the "obsolete" method they get informed and will change their mod accordingly If not, the M...
by Yokmp
Mon Jun 21, 2021 6:28 am
Forum: Implemented for 2.0
Topic: Recipe keys or key or normal.key or normal.keys or ...
Replies: 6
Views: 2189

Recipe keys or key or normal.key or normal.keys or ...

TL;DR Please unify recipes to recipe.normal{ ingredients{}, results{} } and recipe.expensive{ ingredients{}, results{} } What ? Currently, if i want to get the results of a recipe i have to check for recipe.result, recipe results or normal.result, normal.results or expensive.result, expensive.resul...
by Yokmp
Mon May 17, 2021 9:10 am
Forum: General discussion
Topic: Alt-F4 #35 - Do you even lift bro?
Replies: 1
Views: 2150

Re: Alt-F4 #35 - Do you even lift bro?

So, how dense has the atmosphere to be for a bot to fly and carry a reactor or two? Could Nauvis even maintan a EM-Field to withstand solar forces to keep its Atmosphere (especially when the Sun collapses to a white dwarf)? If the Suns gravity would be that strong then the rotation of nauvis would l...
by Yokmp
Mon Aug 31, 2020 7:49 pm
Forum: Duplicates
Topic: [1.0.0] Steam Achievements unlocked with Mods
Replies: 1
Views: 2193

[1.0.0] Steam Achievements unlocked with Mods

As the title says, Steam Achievements can be unlocked by simply disabling the mods to get the Achievement/s. I couldn't believe when someone told me this stupidly simple trick so i've tried it with the "There is no Spoon" Achievement. As you can see below, the Save isn't tainted when a Mod...
by Yokmp
Sun Aug 09, 2020 3:07 pm
Forum: Implemented Suggestions
Topic: Player Request Confirmation Not Needed
Replies: 22
Views: 6566

Re: Player Request Confirmation Not Needed

I tend to agree with KoS. A confirmation is unnecessary because we are used to close windows with E / ESC and also keep the changes. Although i see/understand the reason for a confirmation button, it feels "not in line" with the rest of the game. If one accidentially orders eg. 2000 Pipes ...
by Yokmp
Wed Aug 05, 2020 3:23 am
Forum: Pending
Topic: [0.18.42] Strange Trees
Replies: 1
Views: 1132

[0.18.42] Strange Trees

As you can see in the 2 images below, the Trees are placed in a perfect grid. I started this Map in 0.17.xx and loaded it in 0.18.40 but i don't know if it was like this back then. Now in 0.18.42 this catched my attention. https://i.imgur.com/BE3puM7.png https://i.imgur.com/YpKcEkT.png I've attached...
by Yokmp
Tue May 26, 2020 2:16 am
Forum: Ideas and Suggestions
Topic: Lamp Color priority
Replies: 1
Views: 1049

Lamp Color priority

The vanilla behaviour for lamp light colors is a bit unhandy as it prefers like red over green because it comes first in the row of signals. I would like to be able to increase eg. green by one so the lamp would use green instead of red because it now has a "higher" signal value. This way ...
by Yokmp
Mon Jan 20, 2020 9:09 am
Forum: Modding help
Topic: Belt Volume
Replies: 2
Views: 1022

Belt Volume

Is there a way to lower the volume of Belts? They are louder than the Machines and Inserters next to it.

As a Headphone User it is very annoying to the point where i turn off the ambient sound.
There is a Mod which disables the Belt Sound completely but thats to much of what i want ^^
by Yokmp
Sat Sep 07, 2019 12:57 pm
Forum: Modding help
Topic: Modify Mining Speed
Replies: 2
Views: 1333

Re: Modify Mining Speed

Well, i feel dumb now ^^
by Yokmp
Sat Sep 07, 2019 12:14 pm
Forum: Modding help
Topic: Modify Mining Speed
Replies: 2
Views: 1333

Modify Mining Speed

I would like to modify the mining-speed and module-slots of the vanilla Mining Drills. Unfortunately I'm stuck with this: data.raw.["mining-drill"]["burner-mining-drill"].mining_speed = 0.33 data.raw.["mining-drill"]["electric-mining-drill"].mining_speed = 0.7...
by Yokmp
Wed Sep 04, 2019 11:12 am
Forum: Minor issues
Topic: [0.17.67] Coal Liquefaction and Advanced Oil Processing show the same Icon in Techtree
Replies: 2
Views: 1328

[0.17.67] Coal Liquefaction and Advanced Oil Processing show the same Icon in Techtree

Another minor issue.
As you can see in the image below, the advanced Oil Processing and the Coal Liquefaction share the same Icon in the Technology Window.
One of them needs to change i think.
by Yokmp
Tue Sep 03, 2019 9:00 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.66] GUI - blueprint peek moved when autosaving
Replies: 3
Views: 2986

Re: [0.17.66] GUI - blueprint peek moved when autosaving

This also happens with other Mouseover Tooltips like you get on Reciepes or in your Inventory etc ..
by Yokmp
Tue Sep 03, 2019 8:56 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.67] Wire connector on speaker in wrong position
Replies: 1
Views: 1123

[Twinsen] [0.17.67] Wire connector on speaker in wrong position

As you can see on the attached image, the Signalconnector is placed like on a Chest.
It should be moved a bit more centered and up.
It's just a minor thing but looks very odd.
offset connection
offset connection
Unbenannt.png (134.67 KiB) Viewed 1123 times
by Yokmp
Fri Aug 30, 2019 9:27 am
Forum: Minor issues
Topic: [0.17.66] Minimap sometimes doesn't show Walls
Replies: 1
Views: 1136

[0.17.66] Minimap sometimes doesn't show Walls

0.17.66 Zip-Package I've built a small Outpost on my way to a remote copper field. Saved my game yesterday; reloaded today and continued to work on it by extending the wall to the north to some cliffs. As you can see on the image below the center part of the newly built Wall doesn't show up on he Ma...
by Yokmp
Sun Apr 14, 2019 4:39 am
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 39189

Re: Friday Facts #290 - Rail building changes & High-res icons

Is SVG a possibility? It could be up and downscaled "without" the loss of quality. Im not shure how good it works with more complex images.
by Yokmp
Sat Feb 09, 2019 2:57 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 46899

Re: Friday Facts #281 - For a Few Frames More

So what I mean by polish. If I install 1 GB game on my D: drive, it is unacceptable for it to generate 2+ GB file on my system drive (and quite questionable why it needs so much extra space, in the first place). So, the should be also option to choose where do you want to have it. (We can't really ...
by Yokmp
Sat Dec 15, 2018 1:30 am
Forum: Modding help
Topic: Modify an Entity by event
Replies: 1
Views: 1171

Modify an Entity by event

Hi, i try to modify the Cargo-Wagons inventory Size by researching a technology. But i can't figure out the nothing type effect_description usage. 1 - How do i get the Locales to work? technology.lua: data:extend( { { type = "technology", name = "cargo-wagon-inventory-1", -- and ...
by Yokmp
Sun Nov 25, 2018 6:15 pm
Forum: Modding help
Topic: Changing Fluid heat (Steam output)
Replies: 2
Views: 1346

Changing Fluid heat (Steam output)

Hey there, I try to output Steam on a modified ChemPlant. This works but it only generates Steam with 15Β°C. So then i've simply overriden the Vanilla values by creating a new Steam-item within my testmod: { type = "fluid", name = "steam", default_temperature = 165, -- changed fro...

Go to advanced search