Search found 183 matches

by AngledLuffa
Thu Mar 25, 2021 6:02 pm
Forum: Releases
Topic: Version 1.1.28
Replies: 14
Views: 6474

Re: Version 1.1.28

If there's attention being given to the fluid turrets, would you check why the fluid turrets don't seem to fully sleep in some cases? On a large map where my wall is entirely artillery, lasers, and flamers, after I turned off the biters, the artillery nd flamers still get charged with some update ti...
by AngledLuffa
Sat Feb 27, 2021 3:54 pm
Forum: Ideas and Suggestions
Topic: Artillery and Flamethrower turret sleep
Replies: 2
Views: 245

Re: Artillery and Flamethrower turret sleep

Possibly, but as you can see in the above screenshots, the update time per tick is almost 0.001s for an artillery. Flamethrowers seem to be 0.0001s. It's not a ton but it starts to add up if you put down a lot of artillery and line your walls with flamethrowers. Might be worth investigating why they...
by AngledLuffa
Thu Feb 25, 2021 9:02 pm
Forum: Ideas and Suggestions
Topic: Artillery and Flamethrower turret sleep
Replies: 2
Views: 245

Artillery and Flamethrower turret sleep

TL;DR All turret types should have the ability to sleep when no enemies are near. What ? Looking at the entity time usage debug stats, I can see that artillery turrets and flamethrower turrets are using a small but meaningful amount of time. This is on a map which currently has no biters at all (I ...
by AngledLuffa
Sat Feb 13, 2021 11:22 pm
Forum: PyMods
Topic: Unknown key at start of new map
Replies: 0
Views: 191

Unknown key at start of new map

If I start a new map with all of the Pyanodon's mods enabled, there are two things next to the rocket ship: Unknown key entity-name.crash-site-assembling-machine-1-repaired
by AngledLuffa
Sat Feb 13, 2021 11:16 pm
Forum: PyMods
Topic: Fish for when biters bite me
Replies: 1
Views: 276

Fish for when biters bite me

Just trying to start out a pyanodon's mod. When I pick up fish from the lake, I get Fish Mk 01, which do not seem to be consumable. How do I get fish to eat for when the biters attack me?
by AngledLuffa
Fri Feb 05, 2021 6:31 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 50
Views: 4876

Re: [1.1] bugs and balance issues.

I just played through my first Bob's, with the only Angel's mod being the infinite resources. Excellent, as I'm sure you've heard many times. I found that I was piling up massive amounts of some of the gems and not enough of the others via the infinite gems. I was thinking that an interesting way to...
by AngledLuffa
Sat Jan 23, 2021 11:16 pm
Forum: Pending
Topic: [1.1.6] Fast replace of underground belts in Bob's not replace second half
Replies: 3
Views: 422

Re: [1.1.6] Fast replace of underground belts in Bob's not replace second half

It is completely possible this is an issue with the belts in the mod. I can post it on the Bob's forums if that's the case
by AngledLuffa
Sat Jan 23, 2021 11:16 pm
Forum: Pending
Topic: [1.1.6] Fast replace of underground belts in Bob's not replace second half
Replies: 3
Views: 422

Re: [1.1.6] Fast replace of underground belts in Bob's not replace second half

Sorry for going AWOL. I don't know if I have the patience to advance a Bob's Mods map to a "minimal" demonstration of the problem, so I am just attaching the launched rocket save I have. I put a belt with an underground belt next to my character, and the replacement belt should be in hand....
by AngledLuffa
Sat Jan 23, 2021 10:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3570
Views: 541344

Re: Bugs & FAQ

Infinite gems is still producing "unsorted gem" when the corresponding recipe is turned off. The result is a big pile of unusable material. Ideally, Angel's would turn on that recipe in Bob's if the infinite gems ore fields are created. https://forums.factorio.com/viewtopic.php?p=355785#p...
by AngledLuffa
Fri Jan 15, 2021 8:02 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3570
Views: 541344

Re: Bugs & FAQ

Infinite gems is still producing "unsorted gem" when the corresponding recipe is turned off. The result is a big pile of unusable material. Ideally, Angel's would turn on that recipe in Bob's if the infinite gems ore fields are created. https://forums.factorio.com/viewtopic.php?p=355785#p3...
by AngledLuffa
Tue Dec 15, 2020 7:11 am
Forum: Ideas and Suggestions
Topic: Dragging belt at 90 degree angle now impossible
Replies: 2
Views: 241

Dragging belt at 90 degree angle now impossible

In the era when I have trains but not bots, I want to build stations with belts feeding into the chests by clicking and dragging belts from the left chest to the right chest. This is no longer possible with the new logic to always keep belts in the same direction. Instead, I need to click for each i...
by AngledLuffa
Mon Dec 14, 2020 10:35 pm
Forum: Pending
Topic: [1.1.6] Fast replace of underground belts in Bob's not replace second half
Replies: 3
Views: 422

[1.1.6] Fast replace of underground belts in Bob's not replace second half

If I make an underground belt in Bob's mods, and then try to fast replace it with belt, the second half of the belt is not replaced. I do not know if this is present in the base game or not. To reproduce: lay out a line of transport belt replace part of the transport belt with an underground belt cl...
by AngledLuffa
Sat Sep 12, 2020 6:57 am
Forum: Ideas and Suggestions
Topic: Allow easier reordering of blueprint items in 1.0
Replies: 2
Views: 184

Allow easier reordering of blueprint items in 1.0

If I open a blueprint book, the various blueprints in it are apparently fixed in a specific order. There's no easy way to rearrange them in version 1.0. Previous versions would let you insert a blueprint in between two existing blueprints, which was more than enough to allow pretty much any rearrang...
by AngledLuffa
Wed May 13, 2020 3:47 pm
Forum: Not a bug
Topic: "Enchanted" mods can't autobuild electronic circuits
Replies: 2
Views: 275

Re: "Enchanted" mods can't autobuild electronic circuits

Great. Thank you for the reply.
by AngledLuffa
Wed May 13, 2020 7:12 am
Forum: Not a bug
Topic: "Enchanted" mods can't autobuild electronic circuits
Replies: 2
Views: 275

"Enchanted" mods can't autobuild electronic circuits

I was playing with the Enchanted set of mods (which are still a work in progress, admittedly) and it stopped being able to handcraft electronic circuits. It needs to convert raw wood to wood fiber, and there are two separate ways to produce that. Somehow it fails to find the path from building elect...
by AngledLuffa
Sat May 09, 2020 10:06 pm
Forum: Modding help
Topic: Building doesn't show up in blueprints or when pressing Q
Replies: 3
Views: 358

Re: Building doesn't show up in blueprints or when pressing Q

@Pi-C

I saw you mention in one of the mods that you were working on a new version. Is it close to ready? Maybe I could take a look and see if I can figure out the Q issue.
by AngledLuffa
Mon May 04, 2020 7:37 am
Forum: Modding help
Topic: Building doesn't show up in blueprints or when pressing Q
Replies: 3
Views: 358

Building doesn't show up in blueprints or when pressing Q

There's a mod I've been playing, Natural Evolution Buildings / Enemies, where one of the buildings doesn't show up in blueprints or when pressing Q over the building. Artifact collector, in case anyone is familiar with the mod. What could cause a building to have such issues? The original mod author...
by AngledLuffa
Sat May 02, 2020 8:23 pm
Forum: Not a bug
Topic: [Oxyd] [0.18.22] Launched artillery at bugs which couldn't path, game slowed down significantly
Replies: 3
Views: 537

Re: [0.18.22] Launched artillery at bugs which couldn't path, game slowed down significantly

Glad to help. Hopefully it's useful. I think the pathfinder is going a bit crazy at this exact moment, but there is also some actual attacks happening, which might be a confounding factor.

https://drive.google.com/file/d/1Acokhl ... sp=sharing
by AngledLuffa
Sat May 02, 2020 5:20 pm
Forum: Not a bug
Topic: [0.18.22] Performance hit for dropping objects when ground is cluttered
Replies: 2
Views: 259

[0.18.22] Performance hit for dropping objects when ground is cluttered

Another performance issue we found when playing the Natural Evolution mod is when large amounts of objects were placed on the ground. The mod brings back alien artifacts dropping when aliens die. When many artifacts drop on the ground at the same time, and there is no good location for them to drop,...

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