Search found 56 matches

by usafphoenix
Sun Aug 11, 2019 2:30 am
Forum: Modding help
Topic: post-oil changes, some technologies impossible. (modded)
Replies: 4
Views: 853

Re: post-oil changes, some technologies impossible. (modded)

Yes, that WOULD be nice, if everyone that made mods practiced best methods, but sometimes a mod comes along and it DOESN'T. This shouldn't be an issue, however, if the logic were changed slightly, such that, if a technology has a prerequisite named, that no longer exists, rather than marking it as &...
by usafphoenix
Sun Aug 11, 2019 1:43 am
Forum: Modding help
Topic: post-oil changes, some technologies impossible. (modded)
Replies: 4
Views: 853

post-oil changes, some technologies impossible. (modded)

After the oil update, some mods broke, but i realized, this could be resolved with a base-game update. Technology prerequisites, if removed, renamed, or altered in data-updates or data-final-fixes causes some technologies to be unreachable. This can be fixed by having "prerequisite" logic ...
by usafphoenix
Sun Aug 04, 2019 5:53 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83175

Re: Version 0.17.60

Overall, the changes were poorly conceived, executed, and do not "solve" the problem they attempt to address, but instead, created the very "rage quit" scenario the changes THOUGHT they'd prevent.



....Good job.
by usafphoenix
Thu Jul 18, 2019 8:41 am
Forum: Technical Help
Topic: "Cargo empty" treating fluid wagons as cargo.
Replies: 1
Views: 419

"Cargo empty" treating fluid wagons as cargo.

So I have a mixed train: fluid wagons near the engine/front, and cargo wagons in the caboose. Single transport to Uranium outpost. Obviously empties sulfuric acid at outpost for mining, and fills cargo wagons with uranium. Wondering why "cargo empty"/"Cargo full" treats fluid wag...
by usafphoenix
Sun May 12, 2019 6:40 am
Forum: Technical Help
Topic: Unable to check for mod updates
Replies: 5
Views: 2149

Unable to check for mod updates

screenshot: https://ibb.co/rZKS8Wm

last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"
by usafphoenix
Sun Mar 03, 2019 3:43 pm
Forum: Ideas and Suggestions
Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
Replies: 21
Views: 1369

sort mods in "install tab" by release date

Version 16 of factorio had this, but it was removed when 17 came out. Instead replaced with "trending", which, while that's cool and all, that lacks the functionality of seeing what the most recent released/updated mods are. The version number is mostly irrelvant as it's arbitrary what mod...
by usafphoenix
Thu Feb 21, 2019 11:17 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 119330

Re: [MOD 0.13] Black Market (sell and buy on the market)

selling large amounts of u-coin results in uCoin becoming valued at 0u. whereas mod description /documentation lists it as always being 1u.
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important
by usafphoenix
Tue Feb 19, 2019 7:02 am
Forum: Mods
Topic: [MOD 0.16] Technology Market (buy technologies)
Replies: 14
Views: 4884

Re: [MOD 0.16] Technology Market (buy technologies)

any update on if this mod, does require any modification to run or no? does it have to be unzipped? or is something else causing it? edit 1: unzipping did enable it to load in vanilla, but crashes with angelspetrochem: "Failed to load mods: Error while running setup for technology prototype &qu...
by usafphoenix
Sun Jan 13, 2019 6:35 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 27486

Re: Friday Facts #277 - GUI progress update

Wave Defense games and RTS-style games benefit more from diverging technology trees / CHOICES for upgrade path more than they benefit from variability in map generation. While having procedurally generated maps can be good for replayability, the map generating method is a minor thing, and a well-mad...
by usafphoenix
Mon Nov 05, 2018 1:49 am
Forum: Modding help
Topic: check if graphic for icon usage exists or use "placeholder" graphic
Replies: 1
Views: 545

check if graphic for icon usage exists or use "placeholder" graphic

How do i check if a graphic file with a given name exists inside a mod or directory in lua for factorio? and if it doesn't, use a different graphics file instead? something like if "__modname__/graphics/technology/techname.png" exists then tech.icon="__modname__/graphics/technology/te...
by usafphoenix
Sun Oct 07, 2018 7:44 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 15162

Re: [MOD 0.16.x] NiceFill

Odd sort of behaviour when paired with Factorio World (and other mods, but assuming factorio world x NiceFill is cause) tiles have a frequent chance of not changing to landfill, and if you run along while landfilling, it can sometimes result in player death. edit: just saw post by reika, appears to ...
by usafphoenix
Thu Sep 27, 2018 3:18 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 53977

Re: Friday Facts #254 - No research queue for you

i disagree. for NEW players, having the tech window pop up after a completed technology *is* useful for some people. for *some* people. But for the majority of players, i do believe, most of us disable this quite early as it gets a bit annoying.
by usafphoenix
Sun Sep 23, 2018 1:09 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 40796

Re: Friday Facts #258 - New autoplace

"lets fix the crappy map generator by slightly improving some settings, while completing removing the ability to have oil in the starting area" ......WHO THE CRAP IS MAKING THESE DECISIONS?! you don't make the game better by going halfway towards a resolution and then make another problem ...
by usafphoenix
Sun Sep 23, 2018 4:19 am
Forum: Ideas and Suggestions
Topic: Allow achievements to have an associated effect or can be declared as pre-requisite for technology
Replies: 0
Views: 479

Allow achievements to have an associated effect or can be declared as pre-requisite for technology

TL;DR Allow technology to require specific achievements to be reached and enable achievements to be set up to have recipe unlocks/similar effect abilities as technologies can have. What ? Currently Achievements have no in-game impact what-so-ever. Modders are limited to item recipes being tied to t...
by usafphoenix
Sun Sep 23, 2018 4:07 am
Forum: Ideas and Suggestions
Topic: Give mods an option to not disable achievements
Replies: 11
Views: 4198

Re: Give mods an option to not disable achievements

No. the only way to keep the game relatively open source and also make it "possible" to do what has been suggested is having the game upon load, connect to a server for a list of hashes, created by the authors for specific versions of mods on the mod portal. and those mods would be exclude...
by usafphoenix
Sat Sep 22, 2018 8:17 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 53977

Re: Friday Facts #254 - No research queue for you

While I get the argument that "[by going into the research window after a technology has been completed, you can review what has been unlocked]" that is a minor point. generally, technology (for my case at least) has been chosen specifically because of what it unlocks, so i do not need to ...
by usafphoenix
Fri Sep 21, 2018 7:53 am
Forum: Ideas and Suggestions
Topic: More Command Freedom
Replies: 9
Views: 2045

Re: More Command Freedom

that's not entirely true. modded games do have the same achievements as vanilla (same list as available achievements that is), just....any you get are just listed as achievements gotten with a non-vanilla game. (ie: you got the achievement, but it was on a modded map.)
by usafphoenix
Mon Sep 17, 2018 10:03 am
Forum: Ideas and Suggestions
Topic: explicit prevent controls to override menu-key
Replies: 0
Views: 454

explicit prevent controls to override menu-key

it's currently possible to set another game shortkey key to "escape". this shortcut key, or rather, whatever the current shortcut key for the menu has been set to should not be allowed to be set to any other key shortcut.
by usafphoenix
Thu Sep 06, 2018 7:51 pm
Forum: Ideas and Requests For Mods
Topic: read a map's seed within a mod
Replies: 1
Views: 618

read a map's seed within a mod

Is there a way for a mod to read a map's seed for use as a variable that can make each map have slightly-different playing mechanics or rules based on a cleverly written algorithm that changes cost based upon "random seed"? while still keeping the game values persistant once the game is cl...
by usafphoenix
Thu Sep 06, 2018 7:47 pm
Forum: Gameplay Help
Topic: How do I find out the seed of the map I'm playing?
Replies: 8
Views: 43310

Re: How do I find out the seed of the map I'm playing?

Is there a way, within a mod, to utilize the map seed as a variable in a function? say, a randomizing function?

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