Search found 40 matches

by Betep3akata
Wed Sep 25, 2019 3:25 pm
Forum: Modding help
Topic: Question about noise-expressions for resources
Replies: 0
Views: 630

Question about noise-expressions for resources

Hi, I am trying to create noise expression for crude-oil noise layer like tutorials do on elevation but failed. I expected that it is possible to create noise-expressions for all layers from core/prototypes/noise-layers.lua file. And I was hoping that the noise-expression affect the possibility of s...
by Betep3akata
Fri Jun 08, 2018 12:06 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.15] Will-o'-the-wisps

Did update mod to be compatible with 0.16.x, reduced UV lamp excessive power use (400 kW -> 80 kW, still on-par with mining drills and such) and republished it as "Will-o'-the-Wisps updated" mod here: https://mods.factorio.com/mod/Will-o-the-Wisps_updated License seem to permit it, hope y...
by Betep3akata
Sat May 27, 2017 2:28 pm
Forum: Angels Mods
Topic: Angels refining in "Vanilla"?
Replies: 10
Views: 6543

Re: Angels refining in "Vanilla"?

As of today you can use angelsinfiniteores, angelsrefining and angelspetrochem in a vanilla game. The other mods will probably follow this example. Sorry for the late reply! Thanks for this answer! I just try to run your mods with bobs but without Bobs Electronics and have the following error: Fail...
by Betep3akata
Tue Apr 25, 2017 8:40 pm
Forum: Not a bug
Topic: [0.15.2] Cannot set energy drain value for the lamp entity
Replies: 2
Views: 1467

[0.15.2] Cannot set energy drain value for the lamp entity

Hi, I ran into a problem that the drain value of the electric source (50W) of the lamp entity is not the same as the actual value from the electric network statistics (13.3kW): http://i.imgur.com/Uq50Ncm.png And this actual value correlates only to the energy_usage_per_tick property of my custom pro...
by Betep3akata
Sun Apr 02, 2017 5:13 pm
Forum: General discussion
Topic: Why use concrete?
Replies: 13
Views: 20556

Re: Why use concrete?

I'll just place it here:
Image
by Betep3akata
Sat Apr 01, 2017 7:43 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.14] Will-o'-the-wisps

Oh yes i checked it quicklyand i have the same values. Seems i have just a lot of these. UVLAMP.png Greetings steinio I'm shocked by the number of UVs:) I will reduce the value of drain in the next release because this difficulty is not the intentional one. Thanks for the feedback and the stress te...
by Betep3akata
Sat Apr 01, 2017 3:58 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.14] Will-o'-the-wisps

Hello! Could you please provide some exact values? http://i.imgur.com/b9n875R.png For my testbed I have the following values: 1. 1x UV - on = 800kw 2. 1x UV - off by circuit = 26.5kw - Is it too much or you have another value? An amazing "explosion" effect on your screenshot! :P Thanks, Alex
by Betep3akata
Mon Mar 20, 2017 1:20 pm
Forum: Mod portal Discussion
Topic: The mod portal was a nice experiment... end it please?
Replies: 74
Views: 34593

Re: The mod portal was a nice experiment... end it please?

+ 1 vote for the mod portal because I prefer a ticket based boards to arrange tasks and discuss suggestions. It saves my time in contradistinction to long threads on forums. And I believe that even the mod portal in current state has had a great impact on the increase in a number of new authors and ...
by Betep3akata
Thu Mar 16, 2017 12:52 pm
Forum: Angels Mods
Topic: Angels refining in "Vanilla"?
Replies: 10
Views: 6543

Re: Angels refining in "Vanilla"?

Hey, During some time I have been looking for an answer can I use Angel's mods as a shiny addition and as the main overhaul for new .15 game because Bob's mods is not an option for me for many reasons. :!: Is it true that Angel's mods are a just extension to Bob's? :?: Can I use their parts such as ...
by Betep3akata
Tue Mar 14, 2017 11:43 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320510

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Another reason to wait until .15 era will come. :P
by Betep3akata
Tue Mar 14, 2017 12:09 am
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.14] Will-o'-the-wisps

Hi, I added this feature for 14.22.12. You may just set the FAKE_DAY_MODE to false in the config file to achieve the constant spawning of the wisps. Also you may adjust percentages for each type of spontaneously spawned wisps. As always thanks for testing! :) P.S.: There are two more planned feature...
by Betep3akata
Tue Mar 07, 2017 12:51 am
Forum: Modding discussion
Topic: [Short article] Can X-Ypoint be described by only one coord?
Replies: 12
Views: 6869

Re: [Short article] Can X-Ypoint be described by only one coord?

Hi, thanks for your addition to this topic. I'm have tested the code below hurriedly. local base = math.pow(2,26) local floor = math.floor local function pack(x, y) x,y = NtoZ(x, y) -- x << 26 | y return (x*base)+y end The resulting durations on the same test: Test #2 - cantorPair v1 2164 ms Test #6...
by Betep3akata
Tue Mar 07, 2017 12:06 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320510

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Ok, thanks for the answer. Now I understand. 1. It seems that the event.position.y is still shifted up. 2. Could you please add the HeatupTime into the event too? (I'm going to add each onTarget event into a queue and execute it on HeatupTime expiration in onTick.) Thanks, Alex P.S.: current scorch ...
by Betep3akata
Mon Mar 06, 2017 3:08 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320510

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Hi, Supercheese, Thanks for update! I have some questions about the following changes: Renamed custom "on_ion_cannon_fired" event to "on_ion_cannon_targeted", to better reflect that it fires on target designation rather than actual blast impact. I am concerned about two things ab...
by Betep3akata
Sun Mar 05, 2017 9:28 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.14] Will-o'-the-wisps

I've pinpointed that ShinyBob is responsible for the missing corrosion protection. https://mods.factorio.com/mods/Inequalitix/ShinyBob ... 14.22.11 1. The missing corrosion protection most likely fixed; 2. Support for the modifications with the long night was updated: they will be active for 3 minu...
by Betep3akata
Sun Mar 05, 2017 8:46 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.14] Will-o'-the-wisps

How will the recipes be affected with the big 0.15 science overhaul (no more alien artifacts) ? Most likely we will add the alien artifacts again. :D But I'm a little disappointed that the biters are not even considered an integral part of the game: https://forums.factorio.com/viewtopic.php?f=38&am...
by Betep3akata
Sat Mar 04, 2017 11:18 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.14] Will-o'-the-wisps

Thanks for the detailed feedback! 1. Yellows do spawn in new areas with Pitch Black, though they don't spawn when I run through the trees anymore. I will recheck that they don't spawn near the location of the player. But I think this issue is about the limit on the maximum wisps count in the game an...
by Betep3akata
Sat Mar 04, 2017 9:42 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 67065

Re: Friday Facts #180 - Map interaction

Another one vote for the possibility of movement by WASD in the map view.

Thanks for the awesome work!
by Betep3akata
Thu Mar 02, 2017 12:18 pm
Forum: Modding discussion
Topic: [Short article] Can X-Ypoint be described by only one coord?
Replies: 12
Views: 6869

get chunk id

The code below produces the unique and numerically small id for the coordinates of the chunk:

Code: Select all

local function getChunkID(x,y)
    return cantorPair((x - x%32) / 32,  (y - y%32) / 32)
end
by Betep3akata
Wed Mar 01, 2017 2:12 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10962

Re: [MOD 0.14] Will-o'-the-wisps

All issues above should be addressed by version 14.22.9.

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