Search found 83 matches

by Coppermine
Mon Jan 05, 2026 2:33 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 2744

Re: Automatic Pumpjack Beacon Placement

The way I chose to handle this trade off between more beacons and more fluid in OilOutpostPlanner was to let the player specify the minimal marginal value of a beacon and place all beacons which were at least that valuable.

This conversation has made me realize that I wasn't measuring marginal ...
by Coppermine
Fri Jan 02, 2026 12:25 am
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 2744

Re: Automatic Pumpjack Beacon Placement

I'd love to see how you would convey the problem to longest equations. I don't see a way to do that. The decision of whether to place a beacon is inherently discrete, and solving linear equations (at least over the real numbers) is continuous. How do you avoid the solution suggesting that you place ...
by Coppermine
Wed Dec 31, 2025 5:46 pm
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 2744

Re: Automatic Pumpjack Beacon Placement

Finding the optimal solution in the general case is probably NP hard, so I doubt an algorithm exists that's faster than exponential time in the worst case.

If I wanted to find the optimal solution, my first instinct would be to try to phrase this as an Integer Programming problem (https://en ...
by Coppermine
Wed Dec 31, 2025 4:51 am
Forum: Ideas and Requests For Mods
Topic: Automatic Pumpjack Beacon Placement
Replies: 25
Views: 2744

Re: Automatic Pumpjack Beacon Placement

I'm the author of OilOutpostPlanner (the above-linked mod).

It uses a simple greedy algorithm to place beacons: Rate every potential beacon location, choose (one of) the best, put a beacon there, and repeat. It does correctly take into account the reduced effect of multiple beacons.

This is ...
by Coppermine
Sun Jul 12, 2020 8:27 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 117019

Re: [0.16] Space Extension Mod (SpaceX)


SpaceX is nice addon but I think it needs more goals. Lot more. Many of items was quite simple so that they need only few items. I like to see items what need lot of different kind items.


One way you can get some of this is by adding CoppermineBobModuleRebalancing , which increases the quantity ...
by Coppermine
Mon Apr 06, 2020 3:46 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3922
Views: 2105708

Re: Bugs & FAQ

DJQuad wrote: Mon Apr 06, 2020 1:29 pm The problem is the mod doesn't show me. Refer to my screenshots.
Your screenshots only show base-game GUIs. I'm talking about the WIIRUF GUI, which shows e.g. for Uranium:
wiiuf-ore-liquids.png
wiiuf-ore-liquids.png (132.82 KiB) Viewed 10392 times
You can see the sulphuric acid listed towards the left.
by Coppermine
Mon Apr 06, 2020 12:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3922
Views: 2105708

Re: Bugs & FAQ

DJQuad wrote: Sun Apr 05, 2020 3:08 pm Is there a list of what liquids go with what ores?
The What is it really used for? mod will show you which liquid is required to mine each ore. But it won't show them all together in one list.
by Coppermine
Wed Mar 18, 2020 9:22 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

What is it really used for? 1.5.12
  • Fix crash when search term involves parentheses.
by Coppermine
Wed Mar 18, 2020 12:39 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

What is it really used for? 1.5.11
  • Fix crash related to small_slot_button style.
by Coppermine
Mon Mar 09, 2020 12:11 pm
Forum: Implemented mod requests
Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Replies: 42
Views: 22782

Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale

I did indeed have some reports of multiplayer issues with requesting all the translations at once. So in WIIRUF version 1.5.6 I throttled the requests to 100 at a time (that is, 100 per keypress in the search box) and that seems to have resolved the issue . It does mean that the very first time any ...
by Coppermine
Mon Mar 09, 2020 12:04 pm
Forum: Bob's mods
Topic: [0.18.x] Coppermine's Bob's module rebalancing
Replies: 7
Views: 7624

Re: [0.18.x] Coppermine's Bob's module rebalancing

This has been updated to Factorio 0.18 (back in January).

I've also just released a minor update to improve compatibility with the CircuitProcessing and module-requestor mods.
by Coppermine
Tue Feb 25, 2020 12:28 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

What is it really used for? 1.5.9
  • Avoid crash on duplicate mining fluid name.
What is it really used for? 1.5.10
  • Offer interface for other mods to open WIIRUF window.
by Coppermine
Mon Feb 24, 2020 1:01 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

What is it really used for? 1.5.8
  • Show fluid used to mine ore in Mined from pane.
  • Have more consistent vertical alignment of text.
by Coppermine
Wed Feb 19, 2020 10:29 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?


hello coppermine
I mean you must add more control on the response of tranlation request
some time the key is nil (it was the last bug of TwentyEighty)

local key = event.localised_string[1] or event.localised_string
translations[key] = event.result

https://github.com/Helfima/helmod/blob/master ...
by Coppermine
Sun Feb 16, 2020 2:24 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

I'm still looking for feedback on whether 1.5.6 fixed the problem of being kicked in multiplayer that some people were experiencing. Do let me know if that's still an issue.
by Coppermine
Sun Feb 16, 2020 2:23 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

What is it really used for? 1.5.7
  • Avoid crash on unexpected translation response.
  • Avoid horizontal scrollbar in recipe pane.
by Coppermine
Sun Feb 16, 2020 2:22 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

TwentyEighty wrote: Sun Feb 16, 2020 3:26 am Got this in 1.5.6
<snip>
I can see how Helmod might have led to that, and I think I've fixed it in 1.5.7.
by Coppermine
Thu Feb 13, 2020 12:32 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?

What is it really used for? 1.5.5

Avoid crash on closing minimized panel.
Rate-limit translation requests.


TwentyEighty: This should fix the crash you reported.

kingarthur: I've limited the translation requests (rather crudely) to 100 per keypress (a heavily modded game has >1000 things to ...
by Coppermine
Thu Feb 13, 2020 2:06 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?


I also get disconnected anytime I search anything in multiplayer. As soon as I get 2 letters into the box and it starts I can no longer move and are a short time it tells me I've disconnected from the server.


Interesting. Curious that some people have no problems, but your problems are so ...
by Coppermine
Sat Feb 01, 2020 10:19 am
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 78479

Re: [0.14] What is it used for?


hey so ive been using the newest version of wiiruf and noticed its very off center even on this smallish monitor i use. if instead of setting the location of the gui you use main_frame.force_auto_center() it forces it to the center of the screen or at least a lot closer to where the old version ...

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