Search found 35 matches

by CaveGrinder
Sat Jan 20, 2024 6:53 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1035
Views: 397439

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Hey, thanks for working on this! i also tried it out now, but get a further issue:

...
3.588 Script @__stdlib__/stdlib/data/data.lua:146: NOTICE: Overwriting recipe/rocket-fuel
3.588 Script @__stdlib__/stdlib/data/data.lua:146: NOTICE: Overwriting recipe/rocket-part
3.588 Script @__stdlib ...
by CaveGrinder
Sat Sep 09, 2023 6:35 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 277649

Re: Friday Facts #375 - Quality

i'm cautiusly optimistic on this, based on some detailed decisions.

i once thought that quality is a must-have and made a mod near identical to what is shown.
(4 quality levels, recycling, bonus for entities)
i did not release it because it wasn't fun. but my main problems was what i couldn't do ...
by CaveGrinder
Fri Aug 25, 2023 3:48 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 130068

Re: Friday Facts #373 - Factorio: Space Age

so much modding potential in one gif, loving it already.
with those claw collectors we can make a "SpaceBlock" setting where all resources come in as asteroids. or a fish-pond.
i wonder how they handle resource filters, as they are seen collecting the same asteroid types yet the left chain extracts ...
by CaveGrinder
Sun Aug 14, 2022 10:35 am
Forum: Modding interface requests
Topic: Add logistic restrictions
Replies: 1
Views: 1694

Add logistic restrictions

TL;DR
A whitelist/blacklist for items supported in belts,bots,trains,chests,inserters,roboports (basically everything with an inventory)
(goes in a different direction compared to https://forums.factorio.com/viewtopic.php?f=65&t=97967 )


What ?
I want to specify in the prototypes of logistic ...
by CaveGrinder
Tue Apr 06, 2021 2:19 pm
Forum: Not a bug
Topic: [1.1.30] start-server-load-scenario uses write-data instead of read-data
Replies: 2
Views: 1350

[1.1.30] start-server-load-scenario uses write-data instead of read-data

Hi,

so while doing some tinkering i found that the start-server-load-scenario uses write-data from the config.ini instead of read-data to locate the scenario.
this is a bit strange - i expected it to take the scenario from the read-data, convert it to a map and then operate on the write-data folder ...
by CaveGrinder
Sun Aug 02, 2020 5:42 am
Forum: Pending
Topic: [0.18.36] Crash on startup, mod: EvolutionThroughResearch
Replies: 4
Views: 2043

Re: [0.18.36] Crash on startup, mod: EvolutionThroughResearch

tried looking also from my side if my mod is doing something funny - but not really.
the only additional info i have is: with the given settings file, it is reproducible, both in 0.18.36 and 0.18.40
(steps performed: clear mods folder, download mod-settings_0.txt, rename to mod-settings.dat. add ...
by CaveGrinder
Sat Feb 29, 2020 7:00 am
Forum: Modding interface requests
Topic: support for buffer_capacity on assemblers
Replies: 1
Views: 1032

support for buffer_capacity on assemblers

Hi,

i think assemblers currently ignore the buffer_capacity value from electric energy_source values.

It can be seen by setting entity.energy_source =
{
type = "electric",
usage_priority = "secondary-input",
input_flow_limit = "0kW", --just an example, has no influence on buffer_capacity ...
by CaveGrinder
Fri Feb 21, 2020 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.1] Mod: rocket-silo gets stuck with fluid energy source
Replies: 6
Views: 2772

Re: [0.18.1] Mod: rocket-silo gets stuck with fluid energy source

that's fair enough; in my opinion rejecting the prototype is then preferable as it gives early, clear feedback.
(I hope at some point a mod comes around making the fluid energy source at least somewhat worth it; i am exploring it a bit at the moment. The reason why for my design i chose fluid over ...
by CaveGrinder
Sat Feb 01, 2020 6:28 am
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 27868

Re: Friday Facts #332 - More sounds & Map color tweaks

i like the idea of harmony between sounds of different entities - it makes me wonder if other entity groups that typically occur together could be in harmony (e.g. assembler+inserter+belt). of course when overdone there would be too many permutations.
that being said, i noticed that my (cheap ...
by CaveGrinder
Sat Jan 25, 2020 7:36 am
Forum: Resolved Problems and Bugs
Topic: [0.18.1] Mod: rocket-silo gets stuck with fluid energy source
Replies: 6
Views: 2772

[0.18.1] Mod: rocket-silo gets stuck with fluid energy source

Hi,

i have observed the following bug, both with 0.18.1 and 0.17.79.
When the rocket-silo is made to burn liquids, rather than electricity, it doesn't advance from rocket crafting to launching.

steps to reproduce:
1. copy minimal mod for 0.18.1 to the mods and the savegame to the saves. launch ...
by CaveGrinder
Thu Jan 02, 2020 9:48 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype::fluid_energy_source_prototype
Replies: 2
Views: 1636

Re: LuaEntityPrototype::fluid_energy_source_prototype

thanks, i must have missed that post. then it is a duplicate request
by CaveGrinder
Wed Jan 01, 2020 3:33 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype::fluid_energy_source_prototype
Replies: 2
Views: 1636

LuaEntityPrototype::fluid_energy_source_prototype

Hi all,

i would like to request
LuaEntityPrototype::fluid_energy_source_prototype
which should expose the values from
https://wiki.factorio.com/Types/EnergySource#Fluid_energy_source

my use case:
i have an assembling-machine which uses fluids as energy source. i would like to determine the fluid ...
by CaveGrinder
Sat Sep 14, 2019 5:18 am
Forum: Modding interface requests
Topic: Beacon with defined modules
Replies: 5
Views: 2033

Re: Beacon with defined modules

i would also like to see that. preferably split into three fields:
a proposed array like module_specification.module_slot_specification = {
{locked=true,fixed_module="speed-module-1",mining_yields_result=false},
{locked=true,fixed_module="productivity-module-1",mining_yields_result=false ...
by CaveGrinder
Sun Aug 25, 2019 6:49 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 168498

Re: Friday Facts #309 - Controversial opinions

Definitely many interesting points to talk about in this one.

Inserters should not chase items:
This is the only one reason why i have to open a wiki page when building even basic factories as i like min/maxing; i don't like this aspect currently. No matter what you choose i would like to see the ...
by CaveGrinder
Fri Jul 19, 2019 11:12 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 291848

Re: Friday Facts #304 - Small bugs; Big changes

I also have some mixed feelings about basic oil processing,
i mean yes something should be done about it, but raw oil to petroleum seems not ideal.
with 1700h ingame i am not really in a position to judge the new player experience but can of course share my thoughts :)

raw oil to heavy plus early ...
by CaveGrinder
Sat Apr 27, 2019 5:00 am
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 4349

Re: API to extract localised strings for prototypes

fully agree with this request, it is a major headache to get this correct. An API/Approach in the data stage would be appreciated.

It gets even worse when reusing an entities description: the base game displays nothing if no description is present. yet if you use it in a localized_description (use ...
by CaveGrinder
Sat Apr 13, 2019 7:54 am
Forum: Resolved Problems and Bugs
Topic: mining escape-pod-lab yields lab instead of escape-pod-lab
Replies: 1
Views: 1084

mining escape-pod-lab yields lab instead of escape-pod-lab

the escape-pod-lab prototype currently has
minable = {mining_time = 1, result = "lab"},
while i would have expected
minable = {mining_time = 1, result = "escape-pod-lab"},
(because an item called escape-pod-lab already exists)
by CaveGrinder
Fri Mar 15, 2019 7:25 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.9] Modded:Cannot save map: Detected corruption of the game state
Replies: 6
Views: 4448

Re: [0.17.9] Modded:Cannot save map: Detected corruption of the game state

i have found a workaround; if i ensure that the chunk exists before calling clone_area
(using calling is_chunk_generated+request_to_generate_chunks and waiting till that is done)
this corruption doesn't seem to happen

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