Search found 13 matches

by havvy
Fri Apr 24, 2020 7:58 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 25017

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

Why not make it so that if water is between two tiles like that, it becomes shallow water?
by havvy
Sat Apr 18, 2020 6:26 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291139

Re: pY Alien Life - Discussion

Those moondrop numbers are a Factorio bug, so should be filed in the bugs forum. Isolating it to a single small mod would help the factorio devs there.
by havvy
Fri Mar 27, 2020 11:06 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 41545

Re: Friday Facts #340 - Deep desyncs

The problem, is that serpent chose nil as the placeholder value. In Lua, writing a table value as nil is the same as deleting the key, and the key won't be seen when looping the table in the future. When serpent then goes back to 'fix-up' the placeholder values, it ends up with each peer saving a d...
by havvy
Fri Feb 28, 2020 10:02 am
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 21753

Re: Friday Facts #336 - Offshore pump redesign

The new pump looks beautiful! <3
by havvy
Mon Feb 24, 2020 5:28 am
Forum: Won't implement
Topic: LuaTechnology.effects[1].type="LOCK-recipe"
Replies: 3
Views: 1718

Re: LuaTechnology.effects[1].type="LOCK-recipe"

Pyanadon's Alien Life has a bunch of technologies that do exactly this. Alternatively, an effect type of modify-recipe with a ModifyRecipePrototype could be possible, but that'd be more work on the Factorio side. Still, would help remove code related to updating the recipes in the assemblers. Even b...
by havvy
Fri Oct 11, 2019 5:11 am
Forum: PyMods
Topic: Adjacent Tiling Causes Unfortunate Shadows
Replies: 1
Views: 1147

Adjacent Tiling Causes Unfortunate Shadows

When placing different tiles next to each other, they produce shadows that look bad. Is it possible to remove those shadows when adjacent?
by havvy
Tue Sep 17, 2019 8:32 am
Forum: PyMods
Topic: Re: Pymods Feedback
Replies: 16
Views: 5216

Re: Pymods Feedback

So, without looking into a tutorial or anything, I started a new game with all of the official mods. First thing I've noticed is that looking for intermediate things like small parts and automation science packs is basically hunting through all of the tabs since there's no order as to where anything...
by havvy
Tue Mar 19, 2019 11:18 pm
Forum: Ideas and Suggestions
Topic: Pre-filter Pipes
Replies: 1
Views: 813

Pre-filter Pipes

TL;DR Allow the player to choose which fluid a pipe accepts without placing next to a source/sink. What ? Pipes with fluids cannot mix with other pipes with fluids nowadays. When designing fluid networks, it would be nice if we could pre-choose which fluid the pipe network will allow before we plac...
by havvy
Tue Oct 14, 2014 3:28 am
Forum: Ideas and Suggestions
Topic: Add "camera zoom level" to save file
Replies: 9
Views: 2540

Restore Zoom Level on Load

I'd file this as a bug, as it feels like one, but it's actually a missing feature. Basically, when you save the game, and then load it, the zoom level is reset to default, which when you're in a battle or in a moving vehicle, is oftentimes way too zoomed in. So please store and restore the user spec...
by havvy
Wed Sep 17, 2014 6:14 pm
Forum: Won't implement
Topic: Metadata on Items
Replies: 0
Views: 2451

Metadata on Items

There are three proposals here. They all try to solve the same problem -- giving the modder a place to put data that isn't touched by the internal game engine. I'm a bit tired, so I might not explain well here. Ask questions if you're confused. 1) Allow the creation of new "types". These t...
by havvy
Sat Sep 06, 2014 11:00 pm
Forum: General discussion
Topic: I'm new I have a few questions =)
Replies: 9
Views: 4646

Re: I'm new I have a few questions =)

I'd suggest adding in the Flooring and DyTech mods, and possibly some of Bob's mods. I'd also keep the DyTech inserters out, and use the More Inserters mod. There is an end game in freeplay mode, but it's something you have to actively do and doesn't touch the rest of the game, so don't worry about ...
by havvy
Fri Aug 29, 2014 10:12 pm
Forum: Mods
Topic: Genetic Engineering / Breeders
Replies: 0
Views: 3790

Genetic Engineering / Breeders

I'm in the process of developing a mod that lets you mutate miniature biters (think maggot sized) that you take from destroyed biter bases, and mutate them into pollution producing, biological factories which I'm calling Breeders for right now. The overall design of the mod is inspired by the beekee...
by havvy
Fri Aug 29, 2014 10:02 pm
Forum: Modding discussion
Topic: Modding Help IRC Channel
Replies: 1
Views: 3475

Modding Help IRC Channel

Is there enough modders for Factorio on IRC that an IRC channel for modding could exist? Is there one already?

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