Search found 75 matches
- Tue Jun 13, 2017 12:32 am
- Forum: Modding help
- Topic: Questions on player permissions
- Replies: 0
- Views: 519
Questions on player permissions
Here are three questions that recently came up while I was trying to make a mod. The first two deal with player permissions (although not in the api sense since those are too limited), the third with gui. I'm trying to make a player unable to build entities but still able to build blueprints and gho...
- Tue Jun 06, 2017 10:03 pm
- Forum: Mods
- Topic: [MOD 0.15.18] Ratio Tree 0.0.8
- Replies: 4
- Views: 3978
Re: [MOD 0.15.18] Ratio Tree 0.0.6
Hey. Just wanted to say this looks fantastic. I didnt know I needed this but it is such a great idea. What can be automated should be automated after all. Are you planning to include productivity modules and speed modules? Especially Productivity modules screw the ratios quite a bit. Once you do tha...
- Mon Jun 05, 2017 4:37 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Only Robots / RTS Mode
- Replies: 1
- Views: 916
[Idea] Only Robots / RTS Mode
I'm thinking of making a mod in which the player is only able to place buildings using robots. The game would be focused on using roboports and logistics, but not on using the personal roboport. In fact I'm thinking of placing the player in a god mode-like view or allowing him to teleport. The inten...
- Fri Jun 02, 2017 7:51 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 417116
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Oh ok, I only knew that the bots would be unresponsive initially, I didnt know they might stop after a while before this. Thanks!
- Fri Jun 02, 2017 12:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.17] Trees not marked for deconstruction
- Replies: 3
- Views: 1697
Re: [0.15.17] Trees not marked for deconstruction
Yep that's pretty much what happened, someone gave me a blueprint string of one of his factories and I tried to build it using creative mode. It didnt go well and I probably wont ever do that again, although at least I managed to build it in the end. I get that this will rarely ever happen in vanill...
- Thu Jun 01, 2017 11:51 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 417116
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
I was trying to build a very large blueprint in creative mode, ~400k entities, see reddit post . When I tried to place the blueprint normally and supplied a roboport, construction bots, electricity, creative provider chests and void storage chests (all from creative mod), the bots took about five mi...
- Thu Jun 01, 2017 11:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.17] Trees not marked for deconstruction
- Replies: 3
- Views: 1697
[0.15.17] Trees not marked for deconstruction
I've come across trees that werent marked for deconstruction even though there was a ghost in the same area that was placed by shift-clicking. This happens reproducibly if the blueprint is placed before the chunk has been generated; for example when using large blueprints.
- Wed May 24, 2017 5:27 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Ore Chaos
- Replies: 22
- Views: 12713
Re: [MOD 0.14.x] Ore Chaos
Thanks for the report. I'm currently rewriting a lot of my code to add modsettings, so it might take a bit until I get around to fixing this, sorry, but I definitely will. Just to sum up, you are using bobs ores, angels infinite ores and rso, no angels smelting, on 0.15.*, is that correct? Do you re...
- Sat May 13, 2017 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10][Twinsen] Replaced Inserter gives wrong circuit hand content
- Replies: 1
- Views: 1757
[0.15.10][Twinsen] Replaced Inserter gives wrong circuit hand content
Place a slow inserter and have it move items around. Wire it up with circuit network and set it to read hand contents, hold. Replace the inserter with a fast inserter while it holds items in hand. The wire connection now contains the old hand contents permanently, in addition to whatever the new ins...
- Tue May 02, 2017 12:56 am
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 15
- Views: 3748
Re: [0.15.5] Looting corpse with power armor difficult
Oh. I didn't know it behaves like a storage chest; I thought you actually had to mine it. Maybe that solves it already. Or maybe now I want the behavior as I described above to work for storage chests too.
- Mon May 01, 2017 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 15
- Views: 3748
[0.15.5] Looting corpse with power armor difficult
When you die with a power armor and full inventory, then return to the corpse without a power armor, your inventory will be smaller. Currently upon mining the corpse you obtain items in the order they are sorted, until the inventory inevitably runs full. Usually I won't even get my power armor on th...
- Sun Apr 23, 2017 4:34 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Ore Chaos
- Replies: 22
- Views: 12713
Re: [MOD 0.14.x] Ore Chaos
Right, rso should hopefully be fixed now. Thanks again for the report. Wasn't trivial to make it rso compatible, so for now I delay processing chunks until some more chunks in the area are generated, because rso puts resources on more than just the currently generated chunk sometimes. On the minimap...
- Tue Apr 11, 2017 11:08 pm
- Forum: Balancing
- Topic: Achievements for free?
- Replies: 4
- Views: 3349
Re: Achievements for free?
I agree that this is a problem. One way to solve this would be to distinguish between sp games, private mp games (lan or w/ password) and public mp games. One could then make different achievements for these categories. I can suggest two temporary fixes for you. You can unlock all the achievements a...
- Tue Apr 11, 2017 9:56 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Ore Chaos
- Replies: 22
- Views: 12713
[MOD 0.15.x] Ore Chaos
Details Name : Ore Chaos Description : Replace a small fraction of the tiles in an ore patch by tiles of a different type. Current Version : 0.3.8 Latest Release : 2018-03-03 First Release : 2017-04-11 Tested -With-Factorio-Version: 0.16.27 Dependencies : None Author : blueblue Tags : Resource, Ore...
- Tue Apr 11, 2017 9:03 pm
- Forum: General discussion
- Topic: Are trains really more efficient than belts?
- Replies: 31
- Views: 18635
Re: Are trains really more efficient than belts?
From the question it sounds like you mostly care about efficiency in terms of time needed to set up and trains win in that regard. This has been said before, but I'll make it a bit clearer. Lets say you are expanding to a new location and you have been using trains quite a while. You probably have a...