Search found 276 matches

by vedrit
Mon Oct 07, 2019 6:09 am
Forum: Modding help
Topic: Check if mode is set to Deathworld?
Replies: 4
Views: 144

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: 144

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: 104
Views: 11414

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: 104
Views: 11414

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: 1464

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: 1464

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: 20434

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: 1834

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: 3824

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: 5694

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: 1164

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: 567

[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: 123

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: 123

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?
by vedrit
Mon Mar 18, 2019 11:45 pm
Forum: Modding help
Topic: Modify what item is returned when pressing 'Q' on an entity
Replies: 4
Views: 123

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

Hi all, I was wondering if it were possible to change the item that pops into a players 'hand' when they press 'Q' while mousing over an entity? I ask as my mod discreetly replaced certain entities when certain technologies are researched, but when a player presses 'Q' or copies them via a blueprint...
by vedrit
Mon Mar 04, 2019 5:11 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 2486

Re: Some thoughts on 0.16 -> 0.17

So many +1 Some people (like me) are paranoid by nature and were already gearing up for biter attacks that just never happened in 0.16, but we still did it because you never know, man . I am one of those people. But worse. I had my perimeter wall, and then I also had outposts further out to soften u...
by vedrit
Fri Mar 01, 2019 4:56 pm
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 5018

Re: Not pleased with 17.1 so far...

I've not dived into 0.17 as hard as I would like to, mainly because I'm waiting for my favorite mods to update, so I'm not very far in. I've lucked out with my map. The closest nest is on an island, and the next closest doesn't even have any spawners, just some worms. I usually keep my pollution lev...
by vedrit
Wed Feb 27, 2019 5:12 pm
Forum: Ideas and Suggestions
Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
Replies: 41
Views: 2150

Re: Please Bring Back Chests and Power Poles as Sources of Fuel

Or get a recycling mod, that was my preferred route, since I could then recycle other things that became obsolete.
by vedrit
Wed Feb 27, 2019 5:08 pm
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 5018

Re: Not pleased with 17.1 so far...

Trying to do turret walks, I noticed picking up turrets is incredibly slow compared to last version. It's like the Devs are punishing us as the game develops to make it harder for an existing community as opposed to a 1.0 audience. I assume you mean 'turret creep', and yes. From what I recall, the ...
by vedrit
Mon Feb 04, 2019 8:30 pm
Forum: Modding help
Topic: Migration help
Replies: 6
Views: 182

Re: Migration help

Therenas wrote:
Mon Feb 04, 2019 10:48 am
Also, you can't use game.print() in the on_init() function, because on_init() is called before the world is fully loaded.
Yeah, learned that after I got things working

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