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: 1023
Views: 292666

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__/stdlib/d...
by CaveGrinder
Sat Sep 09, 2023 6:35 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 128608

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 wit...
by CaveGrinder
Fri Aug 25, 2023 3:48 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70255

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...
by CaveGrinder
Sun Aug 14, 2022 10:35 am
Forum: Modding interface requests
Topic: Add logistic restrictions
Replies: 1
Views: 1187

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 ent...
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: 900

[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: 1501

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 Evo...
by CaveGrinder
Sat Feb 29, 2020 7:00 am
Forum: Modding interface requests
Topic: support for buffer_capacity on assemblers
Replies: 1
Views: 695

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 ...
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: 2063

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 b...
by CaveGrinder
Sat Feb 01, 2020 6:28 am
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 22311

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) deskt...
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: 2063

[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 game ...
by CaveGrinder
Thu Jan 02, 2020 9:48 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype::fluid_energy_source_prototype
Replies: 2
Views: 1218

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: 1218

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 cap...
by CaveGrinder
Sat Sep 14, 2019 5:18 am
Forum: Modding interface requests
Topic: Beacon with defined modules
Replies: 5
Views: 1550

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_resu...
by CaveGrinder
Sun Aug 25, 2019 6:49 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111759

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 it...
by CaveGrinder
Fri Jul 19, 2019 11:12 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208289

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 cr...
by CaveGrinder
Sat Apr 27, 2019 5:00 am
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 3381

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 c...
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: 808

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: 3568

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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