Search found 138 matches

by evildogbot100
Thu Jun 27, 2019 6:32 pm
Forum: Modding discussion
Topic: Fluid fueled locomotives?
Replies: 5
Views: 394

Re: Fluid fueled locomotives?

Hi, I'm the creator of Diesel Locomotive mod. Thank you for giving so much effort into diesel locomotive. Regarding the pumps, if I'm not mistaken, you can give its energy requirement very small number like DBL_EPSILON or FLT_EPSILON and it will works just fine without any power pole. I believe it i...
by evildogbot100
Thu Feb 01, 2018 10:22 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 18573

Re: So... Let's talk about bots, and how to fix them properly...

No, you are the one missing the point here. No one intended to nerf bots for the sake of belts. Bot nerf advocates most likely want to nerf bots just for the sake of it. We just think bots are too cheaty so we don't use it at all. The idea here is to change something that is perceived as a cheat to ...
by evildogbot100
Wed Jan 31, 2018 7:28 pm
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 71
Views: 5460

Re: [MOD 0.16] Diesel Locomotive

To Steinio, thanks for using/testing my mod, I will check geothermal around the weekend to see the problem. Diesel locomotive only search for fluids, that means geothermal have a fluid with no icon. Most likely I will implement some check for fluid with no icon for next version.
by evildogbot100
Wed Jan 31, 2018 7:22 pm
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 71
Views: 5460

Re: [MOD 0.16] Diesel Locomotive

Personally, I like them separate. I would say, though, to swap the graphics between the two trains so that the diesel looks like the newer / more advanced one. ;) Why tho? I thought people want to leave the vanilla one alone. Is there any way to change this code so that it will dynamically query th...
by evildogbot100
Mon Jan 29, 2018 7:50 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 71
Views: 5460

Re: [MOD 0.16] Diesel Locomotive

I'm thinking of changing the mod from making a separate train that accepts fluid fuel to just forcing vanilla locomotive to accept fluid fuel IN ADDITION to solid fuel. How do you guys think?
by evildogbot100
Tue Jan 23, 2018 2:59 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 2593

Re: Omni-liquid Fuel Burning for Vehicles

I made a diesel locomotive mod that pretty much do what you requested, only for train though. If you want a feature I might implement it.
by evildogbot100
Sun Jan 21, 2018 11:55 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 18573

Re: So... Let's talk about bots, and how to fix them properly...

You are correct at nailing the real problem of bots. They just don't present enough problem to be fun. There is just not many optimisation tricks you can do with bots. Unfortunately, I still think that any change to bots except for complete overhaul won't cut it to raise its complexity. That's why o...
by evildogbot100
Thu Jan 18, 2018 8:00 am
Forum: General discussion
Topic: Mega-Base from the devs
Replies: 17
Views: 5456

Re: Mega-Base from the devs

Honestly, even if bots are nerfed to the ground, they still have the fundamental issue of being simple. There is much fewer optimisations trick you can do with bots than you do with belts. That's why the idea of replacing bots with cable car seems the best solution for me. UPS-wise, you can buff bot...
by evildogbot100
Tue Jan 16, 2018 1:54 pm
Forum: Modding help
Topic: Graphic tint on terrain
Replies: 4
Views: 497

Re: Graphic tint on terrain

How about decoratives?
by evildogbot100
Tue Jan 16, 2018 1:27 pm
Forum: Modding help
Topic: Graphic tint on terrain
Replies: 4
Views: 497

Graphic tint on terrain

Hello, is it possible to use tint for terrain graphics? To reduce atlas as well as file size.
by evildogbot100
Tue Jan 16, 2018 10:40 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 240
Views: 40006

Re: [MOD 0.14] Alien Biomes

I noticed that a lot of assets are just a recolor of each other, is it possible to just use tint while referring to the same file to reduce atlas? Also to reduce file size as well. Edit : it's actually impossible for terrain but fine for decoratives https://forums.factorio.com/viewtopic.php?f=25&t=5...
by evildogbot100
Mon Jan 15, 2018 9:31 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 240
Views: 40006

Re: [MOD 0.14] Alien Biomes

I don't know if it is intended but I think those trees don't belong there. Disabled all terrain except frozen, then this thing happened.
by evildogbot100
Mon Jan 15, 2018 4:15 am
Forum: General discussion
Topic: Improving Logistic Bots - Cable Roads
Replies: 4
Views: 709

Re: Improving Logistic Bots - Cable Roads

This is actually good. Part of why I don't use bots isn't because of their cheaty throughput. Even if they are nerfed to the ground I still not interested in using them. My main reason being they are just too simple. With belts, you have to deal with space limitation, routing, belt weaving, compress...
by evildogbot100
Sat Jan 13, 2018 3:07 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 114
Views: 20789

Re: [MOD 0.16] Helicopters

I don't know, it's not my idea so I haven't think of that, if SHIFT+H is unused, you could use that also I think. H for helicopter for both hotkey seems nice.
by evildogbot100
Thu Jan 11, 2018 6:50 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 114
Views: 20789

Re: [MOD 0.16] Helicopters

CTRL+H maybe, H for helicopter. Besides as long as it is configurable it's not a big deal.
by evildogbot100
Tue Jan 09, 2018 9:25 am
Forum: Ideas and Suggestions
Topic: Belt Bridges
Replies: 10
Views: 1139

Re: Belt Bridges

Whatever you do, only 1 lane of belt can be shown in an intersection. The current overground belt is functionally the same as your suggestion.
by evildogbot100
Tue Jan 09, 2018 4:26 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 114
Views: 20789

Re: [MOD 0.16] Helicopters

Also, is it possible to make the helipad have no health so that biters don't attack it? Seems weird when they attack what is essentially paintings on the floor.
by evildogbot100
Tue Jan 09, 2018 4:22 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 114
Views: 20789

Re: [MOD 0.16] Helicopters

Feature Request :
-Option for clean helipad that doesn't come with heli-pad-concrete.
-Option to hide the controller gui and use a hotkey instead to open it, similar to helmod.
by evildogbot100
Thu Jan 04, 2018 4:29 pm
Forum: Won't fix.
Topic: [posila] [0.16.13] Fluid wagon tank indicators not lining up
Replies: 5
Views: 1058

Re: [posila] [0.16.13] Fluid wagon tank indicators not lining up

I thought it is just indicating which rail it is attached to.
by evildogbot100
Wed Jan 03, 2018 5:44 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 71
Views: 5460

Re: [MOD 0.16] Diesel Locomotive

Updated for 0.16 with fuel tank overhaul so it doesn't use some weird workaround with hidden fluid wagon anymore. Overall it is a lot more stable than the previous version but some animation no longer possible. Now also use the old Factorio locomotive graphic to differentiate with vanilla locomotive

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