Search found 33 matches

by Jeroen D Stout
Wed May 24, 2017 3:16 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance

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 wir...
by Jeroen D Stout
Tue May 23, 2017 4:45 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 wh...
by Jeroen D Stout
Mon May 22, 2017 7:24 pm
Forum: Mods
Topic: [0.14]David WM's Timelapse crudely updated by script kiddie
Replies: 4
Views: 2147

Re: [0.14]David WM's Timelapse crudely updated by script kiddie

I believe you need to use

Code: Select all

game.players[1].print(string)
Nice to see this, all the same :)
by Jeroen D Stout
Mon May 22, 2017 4:02 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 check ev...
by Jeroen D Stout
Mon May 22, 2017 2:46 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 they n...
by Jeroen D Stout
Mon May 22, 2017 3:12 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 re...
by Jeroen D Stout
Sun May 21, 2017 3:58 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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.
by Jeroen D Stout
Sun May 21, 2017 1:19 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 that i...
by Jeroen D Stout
Sun May 21, 2017 12:54 pm
Forum: Modding help
Topic: Unable to deconstruct entity that lacks a paired item
Replies: 14
Views: 4558

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 blueprinte...
by Jeroen D Stout
Sat May 20, 2017 1:47 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 wit...
by Jeroen D Stout
Sat May 20, 2017 1:46 pm
Forum: Modding help
Topic: Unable to deconstruct entity that lacks a paired item
Replies: 14
Views: 4558

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.
by Jeroen D Stout
Sat May 20, 2017 3:53 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 cou...
by Jeroen D Stout
Fri May 19, 2017 1:11 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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 are ...
by Jeroen D Stout
Thu May 18, 2017 9:46 pm
Forum: Mods
Topic: [MOD 0.15] Foul Wind 0.0.1
Replies: 2
Views: 2035

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.
by Jeroen D Stout
Thu May 18, 2017 9:27 pm
Forum: Mods
Topic: [MOD 0.15] Foul Wind 0.0.1
Replies: 2
Views: 2035

[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 direct...
by Jeroen D Stout
Thu May 18, 2017 12:58 pm
Forum: MoMods
Topic: (0.15.10) MoWeather 0.4.0
Replies: 50
Views: 52882

Re: (0.15.10) MoWeather 0.4.0

ludsoe wrote:RainWorld
Ahh, my other favourite game of the year ;)

This mod looks very nice and I like the idea a lot!
by Jeroen D Stout
Wed May 17, 2017 12:31 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314727

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...
by Jeroen D Stout
Tue May 16, 2017 2:21 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

Re: [MOD][WIP .15] High Voltage 0.0.4 : Energy over distance

Image

Image

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.
by Jeroen D Stout
Tue May 16, 2017 1:55 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18024

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!)
by Jeroen D Stout
Mon May 15, 2017 2:45 pm
Forum: Mods
Topic: [MOD 0.15] Slow Down 0.1.0
Replies: 0
Views: 1045

[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 pa...

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