Rapid discharge accumulators would be nice for those using a mostly vanilla mod pack. Otherwise a person could probably pick up Bobs or something else, I'd imagine.
Speaking of bobs mods and regarding the case where copper wires are treated as a single circuit: bobs throws in different types of ...
Search found 33 matches
- Wed May 24, 2017 3:16 am
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
- Tue May 23, 2017 4:45 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
I should probably put this more boldly somewhere, but the red light blinding is an artefact from how I arrange for power. Basically I had a problem where accumulators started sending energy back and forth and hacked my way into this not happening. I think I could solve this by giving the entities ...
- Mon May 22, 2017 7:24 pm
- Forum: Mods
- Topic: [0.14]David WM's Timelapse crudely updated by script kiddie
- Replies: 4
- Views: 2673
Re: [0.14]David WM's Timelapse crudely updated by script kiddie
I believe you need to use
Nice to see this, all the same 
Code: Select all
game.players[1].print(string)

- Mon May 22, 2017 4:02 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
Version 0.0.7:
Transformers store a tiny amount of energy to prevent the GUI from glitching (but they can never release it).
Stupid hotfix on my end, somehow storing 0J inside an accumulator made the GUI a bit glitchy.
Even if I try to keep compatibility script up to date in my mod I can't ...
Transformers store a tiny amount of energy to prevent the GUI from glitching (but they can never release it).
Stupid hotfix on my end, somehow storing 0J inside an accumulator made the GUI a bit glitchy.
Even if I try to keep compatibility script up to date in my mod I can't ...
- Mon May 22, 2017 2:46 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
High Voltage 0.0.6
Small poles get a small distance penalty, medium poles a bonus. This means medium poles now convey over 1.5Γ the distance, small poles .75Γ. This was always intended behaviour but accidentally was switched off.
Substations should work but instead of the regular 30 distance ...
Small poles get a small distance penalty, medium poles a bonus. This means medium poles now convey over 1.5Γ the distance, small poles .75Γ. This was always intended behaviour but accidentally was switched off.
Substations should work but instead of the regular 30 distance ...
- Mon May 22, 2017 3:12 am
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
The power box and transformer would need to be marked as exempt from the platform rule in order for this mod to work with platforms. I suspect the platforms author would need to to that so I'll crosspost in his thread.
Yes, I will have to pass on the bucket from me to that mod for that. I cannot ...
Yes, I will have to pass on the bucket from me to that mod for that. I cannot ...
- Sun May 21, 2017 3:58 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
Unfortunately it isn't, everything connected by copper wire is treated as a single circuit that cannot be throttled. So the game cannot tell the difference between a circuit made out of different poles.
- Sun May 21, 2017 1:19 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
I believe the devs are looking into the deconstruction planner problem.
Cool idea, about it would do it in a other way.
What about poles can only carry specific amount of energy? But should go endless.
To be fair, IRL electricity also has a falloff... but the main reason it works like this is ...
Cool idea, about it would do it in a other way.
What about poles can only carry specific amount of energy? But should go endless.
To be fair, IRL electricity also has a falloff... but the main reason it works like this is ...
- Sun May 21, 2017 12:54 pm
- Forum: Modding help
- Topic: Unable to deconstruct entity that lacks a paired item
- Replies: 14
- Views: 5979
Re: Unable to deconstruct entity that lacks a paired item
I don't think that is strictly required so I'll look into changing it to allow deconstructing entities that have no item-to-place.
Thank you for looking into this!
Might it also be possible for entities to get a "blueprint as" tag for mod purposes? I.e., a modified entity being blueprinted as ...
Thank you for looking into this!
Might it also be possible for entities to get a "blueprint as" tag for mod purposes? I.e., a modified entity being blueprinted as ...
- Sat May 20, 2017 1:47 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
Cheers, db48x!
Bug report, I suppose? Deconstruction planner and bots both are unable to interact with the unpowered small wooden poles, or ' Unknown Key:"entity-name.small-electric-pole-disabled" '. works just fine if they do have power though. I'm not far enough along that I can test with the ...
Bug report, I suppose? Deconstruction planner and bots both are unable to interact with the unpowered small wooden poles, or ' Unknown Key:"entity-name.small-electric-pole-disabled" '. works just fine if they do have power though. I'm not far enough along that I can test with the ...
- Sat May 20, 2017 1:46 pm
- Forum: Modding help
- Topic: Unable to deconstruct entity that lacks a paired item
- Replies: 14
- Views: 5979
Re: Unable to deconstruct entity that lacks a paired item
I have the same problem in my mod. I swap entities with almost identical ones to change behaviour; bots will not pick the ones up that have no unique item.
This might be bug report worthy; IMHO bots should just pick up entities that mine into a different item.
This might be bug report worthy; IMHO bots should just pick up entities that mine into a different item.
- Sat May 20, 2017 3:53 am
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
Continuing to be excellent images! Yeah, the roboport should just push some of the limitations the mod makes you work around :D
Short reply as I have to be off - could you post the save file so I can check what exactly slows it down? Evidently I never got to a base this large. I am not sure what ...
Short reply as I have to be off - could you post the save file so I can check what exactly slows it down? Evidently I never got to a base this large. I am not sure what ...
- Fri May 19, 2017 1:11 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
Version 0.0.5
Fixed a bug where a transformer was disconnected but accidentally remembered its previous connection.
Made it possible for other mods to secretly swap out big poles (which Rampant does) without entirely breaking the connection. As long as entities are swapped and wire connections ...
Fixed a bug where a transformer was disconnected but accidentally remembered its previous connection.
Made it possible for other mods to secretly swap out big poles (which Rampant does) without entirely breaking the connection. As long as entities are swapped and wire connections ...
- Thu May 18, 2017 9:46 pm
- Forum: Mods
- Topic: [MOD 0.15] Foul Wind 0.0.1
- Replies: 2
- Views: 2466
Re: [MOD 0.15] Foul Wind 0.0.1
Unless I am very much mistaken, without the mod the pollution only dissipates equally in all directions.
- Thu May 18, 2017 9:27 pm
- Forum: Mods
- Topic: [MOD 0.15] Foul Wind 0.0.1
- Replies: 2
- Views: 2466
[MOD 0.15] Foul Wind 0.0.1
http://i.imgur.com/T9g5usD.jpg
Name: Foul Wind
Factorio Version: 0.15.x
License: GNU GPL
Download: https://mods.factorio.com/mods/JeroenDStout/foulwind
Pollution is now distributed by wind. Pleasant to use with mods that add more extreme weather conditions.
The multiplier in the options menu ...
Name: Foul Wind
Factorio Version: 0.15.x
License: GNU GPL
Download: https://mods.factorio.com/mods/JeroenDStout/foulwind
Pollution is now distributed by wind. Pleasant to use with mods that add more extreme weather conditions.
The multiplier in the options menu ...
- Thu May 18, 2017 12:58 pm
- Forum: MoMods
- Topic: (0.15.10) MoWeather 0.4.0
- Replies: 50
- Views: 58869
Re: (0.15.10) MoWeather 0.4.0
Ahh, my other favourite game of the yearludsoe wrote:RainWorld

This mod looks very nice and I like the idea a lot!
- Wed May 17, 2017 12:31 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393626
Re: [MOD 0.13.17+] Rampant - 0.15.8
I believe the "building safety" for now replaces the entities to save them?
Unfortunately, they do not actually retain their wire information, which means they break their previous wiring.
I happen to have had to write this function for my own mod:
local oldNeighbours = table.deepcopy(pole ...
Unfortunately, they do not actually retain their wire information, which means they break their previous wiring.
I happen to have had to write this function for my own mod:
local oldNeighbours = table.deepcopy(pole ...
- Tue May 16, 2017 2:21 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.4 : Energy over distance


My base isn't as tidy as bbgun06's, but it is forming the nice little 'islands of electricity' feel. I have a mod that increases pollution / slows mining, so it's giving the 'desperate adventure' feel at the same time.
- Tue May 16, 2017 1:55 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 22137
Re: [MOD][WIP .15] High Voltage 0.0.4 : Energy over distance
Version 0.0.4
- Fixed a bug where a transformer could have no pole, yet try to disconnect from it, causing a crash
- Fixed a bug where a transformer connection could be disrupted without the transformers being separated (spooky action at a distance!)
- Mon May 15, 2017 2:45 pm
- Forum: Mods
- Topic: [MOD 0.15] Slow Down 0.1.0
- Replies: 0
- Views: 1282
[MOD 0.15] Slow Down 0.1.0
https://mods-data.factorio.com/pub_data/media_files/UFJLeBwBGFfE.jpg
Name: Slow Down
Factorio Version: 0.15.x
License: GNU GPL
Adds a multiplier for the mining time to the options. At 3, it takes 3 times as long to mine a single ore. Ideal for that early game scarcity: you will need to find more ...
Name: Slow Down
Factorio Version: 0.15.x
License: GNU GPL
Adds a multiplier for the mining time to the options. At 3, it takes 3 times as long to mine a single ore. Ideal for that early game scarcity: you will need to find more ...