Search found 11 matches

by MrGuffels
Fri Mar 08, 2024 3:50 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 19669

Re: Friday Facts #401 - New terrain, new planet

Being entirely honest, I really was just looking at the pictures. Seeing the natural paths comparison made me realize there was a solution to distance traversal that I had never thought of and honestly it just looks like magic. Excited to see how different it feels when the terrain generation doesn'...
by MrGuffels
Fri Jan 05, 2024 2:06 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 23948

Re: Friday Facts #392 - Parametrised blueprints

Biggest thing I am curious about is what does this look like when you are importing an entire base from a blueprint but only need to change one thing. (Like having to change all the Tier 2 Prod and Speed Mods in this (https://factorioprints.com/view/-N1-ekMYWx_pPmZepQep) to tier 1s)
by MrGuffels
Fri Sep 22, 2023 1:44 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49455

Re: Friday Facts #377 - New new rails

Best thing from the update: 32 range power poles :lol:
by MrGuffels
Fri Sep 08, 2023 1:41 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 127224

Re: Friday Facts #375 - Quality

As long as it can be disabled, I don't see a problem. Make sure the Mod API is really good for this feature because I don't need RNG quality in my factory sim. It's either deterministic or it's not making it into my production line.
by MrGuffels
Fri Sep 01, 2023 5:18 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41992

Re: Friday Facts #374 - Smarter robots

I love this update. The construction changes and traversal loop fixes are huge.

One questions, Are we waiting until the full expansion is ready for these QoL updates or will they come out in smaller patches over time?
by MrGuffels
Mon Jan 22, 2018 11:52 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.40] Map Editor: "Out of map" tile bugs out WASD controls
Replies: 1
Views: 1858

[Rseding91] [15.40] Map Editor: "Out of map" tile bugs out WASD controls

I am playing in 0.15.40 to start. When using the map editor, when I use the "Out of map" tile, it totally bugs out my WASD controls and sometimes just bricks them completely to the point that I can't use them until I close and re-open the map. It seems to just be this tile and none of the ...
by MrGuffels
Tue Jan 09, 2018 3:47 pm
Forum: Modding help
Topic: Setting construction robotics to nil
Replies: 9
Views: 2394

Re: Setting construction robotics to nil

A technology named black out the skies in mod world of robots has a dependency on construction robotics which no longer exists, because you deleted it by setting it to nil. So just looking at the source code, I can't figure out where the dependency is. This is the technology file with the black out...
by MrGuffels
Tue Jan 09, 2018 3:42 pm
Forum: Ideas and Requests For Mods
Topic: Make Science User Related Instead of Server Related
Replies: 4
Views: 1306

Make Science User Related Instead of Server Related

Question for the people who have been writing mods for more than 3 days. Do you think it would be possible to overhaul the science system so that 2 people could play on the same server and have different levels of research. Like if I wanted to make a mod that would allow 2 people to go head to head ...
by MrGuffels
Mon Jan 08, 2018 4:25 pm
Forum: Modding help
Topic: Setting construction robotics to nil
Replies: 9
Views: 2394

Re: Setting construction robotics to nil

Yeah I noticed that when I was taking the screenshot of the error message. The tech I added has no dependencies on other tech so.... I have no clue what is going on.
by MrGuffels
Mon Jan 08, 2018 3:51 am
Forum: Modding help
Topic: Setting construction robotics to nil
Replies: 9
Views: 2394

Setting construction robotics to nil

(I will start with the fact that I am in 15.40 just incase that matters) So I am trying to remove construction robotics for a mod I am making. I have already removed logistic-robotics without any problems but construction-robotics throws an error every time I try to set it to nil. Check me to make s...
by MrGuffels
Fri May 05, 2017 8:24 pm
Forum: Duplicates
Topic: Boiler Logic Bug
Replies: 3
Views: 1580

Boiler Logic Bug

http://imgur.com/a/XJVv3

The 4 on the left stay on with the top left one doing most but not all the work and right side has just one in the bottom right on doing all the work.
Probably not a huge deal but worth checking out I think.

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