Search found 282 matches

by vedrit
Tue Aug 18, 2020 10:26 am
Forum: Modding help
Topic: Infinite research and entity health
Replies: 2
Views: 85

Re: Infinite research and entity health

I could, but... that seems to me to be a bit of a cop-out.
by vedrit
Tue Aug 18, 2020 9:24 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 43071

Re: [MOD 1.0] Alien walls [0.9.5]

Seems I mislabeled an update, so version 0.9.4 may never have shown up for people. Any way, new version is out. I'm thinking of adding in my own science pack to put more of a strain on the dropped biomass, but I'm kind of on the fence about it. On the one hand, it would go a long way toward resolvin...
by vedrit
Mon Aug 17, 2020 4:57 am
Forum: Modding help
Topic: Infinite research and entity health
Replies: 2
Views: 85

Infinite research and entity health

Hi all, in my mod - Alien Walls - players can complete research to increase the health of the mods walls. As it is, I only have a few levels of research and a script that auto-generates entities for the related research levels. But I've gotten a few requests to implement infinite research, and I hav...
by vedrit
Sat Jul 18, 2020 12:35 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 13727

Re: Friday Facts #356 - Blueprint library for real

Your struggle with motivation and programming out of guilt rather than joy or excitement is a struggle I am currently going through. I started a game project back around 2013 or 2014 and have been working on it mostly solo. Currently, I haven't done any serious work on it since...some time last year...
by vedrit
Wed Mar 11, 2020 11:33 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 8566

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

What if we need to... you know... test if things are multiplayer safe? Or if you're testing a mod that requires another mod? Like an add-on to Bob's or Angels Then you enable those mods too? the *debugger* is the one running in instrument mode. I'm confused, then ...a special mode which allows a se...
by vedrit
Sun Mar 08, 2020 9:43 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 8566

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

Gergely wrote:
Fri Mar 06, 2020 4:29 pm
What if we need to... you know... test if things are multiplayer safe?
Or if you're testing a mod that requires another mod? Like an add-on to Bob's or Angels
by vedrit
Mon Oct 07, 2019 6:09 am
Forum: Modding help
Topic: Check if mode is set to Deathworld?
Replies: 4
Views: 340

Re: Check if mode is set to Deathworld?

As far as I know the game difficulty always reads "normal" (was confused by that when I first played). Deathworld etc just set game settings. You could look for a default deathworld if the settings match exactly, or better, just scale whatever you're doing to what you think makes the game difficult...
by vedrit
Sun Sep 29, 2019 9:10 pm
Forum: Modding help
Topic: Check if mode is set to Deathworld?
Replies: 4
Views: 340

Check if mode is set to Deathworld?

Hey all, I'm wondering if there is a way to check if the game is set to Deathworld, or how I might be able to have my mod might be adjusted by Deathworld.

Thanks!
by vedrit
Fri Sep 27, 2019 5:13 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 17405

Re: Friday Facts #314 - 0.17 stable

When you are not teleported to the dugneon and have to actually travel there, it keeps the immersion of the game, the world is there to be explored, not just an arcade where you push and play. Can you please make the detailed radar view in the normal game way worse than it is now? We have the map. ...
by vedrit
Fri Sep 27, 2019 5:08 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 17405

Re: Friday Facts #314 - 0.17 stable

I think the belt "planner" would be a good idea....mostly. The only thing I think it should do, though, is place regular belts - no underground - and place them as close to a straight line from A to B as possible with a grid (Any intersecting objects marks that belt as invalid. Do not "path" around ...
by vedrit
Tue Sep 17, 2019 1:49 am
Forum: General discussion
Topic: Survey: How do YOU feel about FFF #309 opinions?
Replies: 19
Views: 2313

Re: Survey: How do YOU feel about FFF #309 opinions?

Maybe a Google survey or something would have worked better, with a link for people to see the results? There's an option to see the results next to the vote button. The results thus far have been what I've expected, though the one with bots was a bit of a surprise given the near equal result for b...
by vedrit
Fri Aug 30, 2019 11:45 pm
Forum: General discussion
Topic: Survey: How do YOU feel about FFF #309 opinions?
Replies: 19
Views: 2313

Re: Survey: How do YOU feel about FFF #309 opinions?

Maybe a Google survey or something would have worked better, with a link for people to see the results?
by vedrit
Sat Aug 24, 2019 6:52 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 32022

Re: Friday Facts #309 - Controversial opinions

Inserters should not chase items I never understood why inserters had a wait-for-item position that was not immediately ready to pick up an item. Why not have their wait position be on the ground/belt/machine? Then you don't have to worry about inserters chasing items or taking X frames to grab som...
by vedrit
Fri May 10, 2019 5:07 pm
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 2405

Re: Chest type for assembler output. What do you use and why?

As has been said before, I use buffer chests only for things like belts and inserters, where "basic" models are used throughout the factory and eventually used to make an upgraded form (Yellow belts -> red belt, basic inserter -> fast inserter) Everywhere else, passive provider (when connecting to n...
by vedrit
Wed May 08, 2019 3:11 am
Forum: Multiplayer / Dedicated Server
Topic: FactoCord - A Discord Factorio bot
Replies: 9
Views: 5412

Re: FactoCord - A Discord Factorio bot

Hey all, It seems as though FactoCord hasn't been worked on for a while and I decided it was time to do a bit of improvement... FMCore, please roll this into the main project :) Here's what is new: Rewrote the Commands.go and main.go files to allow for arguments Added Kick, Ban and Unban commands A...
by vedrit
Sun Apr 07, 2019 8:55 am
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 10121

Re: What mods are you using - and why?

My mods: Alien walls - My mod, nuf said. Bio Industries - Provides a handy way to create trees, and also provides an alternate route for certain chemicals Bob's Functions Library - needed for Bio Ind. Bottleneck - Allows me to quickly see why machines aren't producing. Bullet Trails - Makes guns a l...
by vedrit
Fri Mar 29, 2019 6:57 am
Forum: General discussion
Topic: My base was overrun!!
Replies: 6
Views: 1676

Re: My base was overrun!!

I'm really enjoying this new challenge on semi-default settings. It makes my paranoid defensive buildings necessary and actually insufficient sometimes.
by vedrit
Wed Mar 20, 2019 2:13 am
Forum: Texture Packs
Topic: [Request] Alien-stone hybrid walls
Replies: 0
Views: 963

[Request] Alien-stone hybrid walls

Hi all, I'm back again! I've been working on my mod some more and with the new wall textures, the ones I was using don't really fit anymore, so if anyone would like a challenge, I would love for some art for my mod Alien Walls. For now, I'm primarily concerned about the walls and gates, but there's ...
by vedrit
Tue Mar 19, 2019 11:26 pm
Forum: Modding help
Topic: Modify what item is returned when pressing 'Q' on an entity
Replies: 4
Views: 326

Re: Modify what item is returned when pressing 'Q' on an entity

Bilka wrote:
Tue Mar 19, 2019 11:09 pm
https://wiki.factorio.com/Prototype/Entity#placeable_by - also works with the pipette tool.
Well now, that did the trick quite nicely! Thanks
by vedrit
Tue Mar 19, 2019 10:58 pm
Forum: Modding help
Topic: Modify what item is returned when pressing 'Q' on an entity
Replies: 4
Views: 326

Re: Modify what item is returned when pressing 'Q' on an entity

Ok, that works for the player, but is there any way to get it to work for blueprints?

Go to advanced search