Search found 970 matches

by Pi-C
Sun Jan 24, 2021 6:52 pm
Forum: Ideas and Suggestions
Topic: manual rail deconstruction of mutliple rails (crossing / curve straight)
Replies: 8
Views: 159

Re: manual rail deconstruction of mutliple rails (crossing / curve straight)

steinio wrote:
Sun Jan 24, 2021 6:45 pm
+1

But which rail tile of the two highlighted should be deconstructed?
The straight rail, I'd say. If you want to remove the curved rail, you can point the cursor a bit off the straight rail.
by Pi-C
Sat Jan 23, 2021 9:56 am
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Probably no player encountered it because there are other major incompatibilities between IR2 and BI which you have probably already spotted - you have recipes with iron components in Logistics research, and in IR2 that will create circular tech dependencies. Not quite true. We unlock a bigger wood...
by Pi-C
Fri Jan 22, 2021 10:15 am
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Off topic! Hi, Deadlock! This is completely OT, but as I'm neither on Discord nor github, I thought I'd abuse this thread to direct your attention to a bug in IR2. I've got a crash report for BI 1.1.4 and could reproduce it with this stacktrace: Failed to load mod "IndustrialRevolution": __Industri...
by Pi-C
Fri Jan 22, 2021 8:53 am
Forum: Not a bug
Topic: [1.1.12] Mod changes or game updates reset new recipe notifications
Replies: 12
Views: 610

Re: [1.1.12] Mod changes or game updates reset new recipe notifications

kovarex wrote:
Thu Jan 21, 2021 11:42 pm
Yea, the main advantage is, that it is basically doing the same, but the internal game code makes sure that the notifications are not created for everything.
Thanks for the info! This really wasn't obvious to me -- wouldn't it be a good idea to add this to the LuaAPI description?
by Pi-C
Thu Jan 21, 2021 8:19 pm
Forum: Mods
Topic: MOD [ 0.17.x/0.18.x] Bio-Industries
Replies: 583
Views: 187258

Re: MOD [ 0.17.x/0.18.x] Bio-Industries

--------------------------------------------------------------------------------------------------- Version: 1.1.4 Date: 2021-01-21 Uploaded by: - Pi-C Info: - All changes are also available for Factorio 0.18/1.0 (version 0.18.34 of this mod). - There's some serious work going on in the background:...
by Pi-C
Wed Jan 20, 2021 2:33 pm
Forum: Not a bug
Topic: [1.1.12] Mod changes or game updates reset new recipe notifications
Replies: 12
Views: 610

Re: [1.1.12] Mod changes or game updates reset new recipe notifications

Klonan wrote:
Wed Jan 20, 2021 12:30 pm
You can use force.reset_technology_effects()
Thanks, I'll use that! :-)
by Pi-C
Wed Jan 20, 2021 12:24 pm
Forum: Not a bug
Topic: [1.1.12] Mod changes or game updates reset new recipe notifications
Replies: 12
Views: 610

Re: [1.1.12] Mod changes or game updates reset new recipe notifications

Bio Idustries does this in on_configuration_changed: -- enable researched recipes for i, force in pairs(game.forces) do for _, tech in pairs(force.technologies) do if tech.researched then for _, effect in pairs(tech.effects) do if effect.type == "unlock-recipe" then force.recipes[effect.recipe].ena...
by Pi-C
Tue Jan 19, 2021 7:29 pm
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

Re: How to reduce pollution of an assembling-machine with efficiency modules?

I'm not sure if you are aware but there is also a pollution effect on modules. This means module can actually affect pollution directly. Yes, I've found that already. So you can make a new module that will only increase pollution and allow only pollution effect on your gardens. This still leaves th...
by Pi-C
Tue Jan 19, 2021 6:47 pm
Forum: Modding help
Topic: Reading installed mods in control.lua
Replies: 3
Views: 136

Re: Reading installed mods in control.lua

eradicator wrote:
Tue Jan 19, 2021 6:40 pm
Note: LuaGameScript is only accessible inside of event handlers.
But there is LuaBootstrap which should work even if LuaGameScript isn't available. So just replace "game.active_mods" with "script.active_mods" …
by Pi-C
Tue Jan 19, 2021 6:43 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 396

Re: [1.1.6] High UPS drop with forest fires

… increased the tree density to its absolute maximum. … You could edit settings.lua (lines 178--185): { -- Set radius in which fires are extinguished around a fire dummy type = "double-setting", name = "WT-fire-extinguish-radius", setting_type = "runtime-global", allowed_values = {1, 1.5, 2, 2.5, 3...
by Pi-C
Tue Jan 19, 2021 6:24 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 396

Re: [1.1.6] High UPS drop with forest fires

However, we were getting the UPS slowdowns even when the fires were very far away from our water turrets Technically, the acid splashes made by spitters and worms are just fires as well (based on the fire prototype), so if the option to clean acid is on, that may be the reason. I don't know if ther...
by Pi-C
Tue Jan 19, 2021 6:04 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 396

Re: [1.1.6] High UPS drop with forest fires

After binary-tree-searching through our mods, it turned out Water Turret was the culprit here, which I suppose makes sense. Just weird it didn't show as the culprit on the detailed time listing. Oh, geez! I thought I'd improved performance somewhat, and I've honestly no idea what more I could do. B...
by Pi-C
Tue Jan 19, 2021 4:02 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 396

Re: [1.1.6] High UPS drop with forest fires

After binary-tree-searching through our mods, it turned out Water Turret was the culprit here, which I suppose makes sense. Just weird it didn't show as the culprit on the detailed time listing. Oh, geez! I thought I'd improved performance somewhat, and I've honestly no idea what more I could do. B...
by Pi-C
Tue Jan 19, 2021 2:00 pm
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Yes, you're right of course -- "doubling" the pollution isn't what it does, it just leaves you with twice the pollution (compared to the un-moduled variety). No, that's not technically correct, but this is nitpicking. Regardless of how you word it, we agree that half of a negative number is another...
by Pi-C
Tue Jan 19, 2021 11:12 am
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

Re: How to reduce pollution of an assembling-machine with efficiency modules?

The purified air is just a fake item that exists because recipes must have a result. No they don't. results = {} is perfectly valid. You can rid of those useless "void" items/fluids. You're right, technically "results" can be an empty table and the garden would still work. Let me rephrase: "… recip...
by Pi-C
Tue Jan 19, 2021 10:36 am
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Strictly speaking this is not "doubling the pollution". If a machine's pollution is negative it is effectively "cleaning" the chunk it is in, i.e. it removes pollution from the chunk like a tree does. If the chunk's pollution is already zero, nothing is removed because a chunk's pollution value can...
by Pi-C
Tue Jan 19, 2021 8:48 am
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Make an inefficiency module that doubles the base pollution? Geez, another prototype -- I never thought about this, thanks for pointing out the obvious! I'll think about this some more. (Making a module for just one kind of assembler doesn't seem quite right. Also, "inefficiency module" doesn't see...
by Pi-C
Mon Jan 18, 2021 10:48 pm
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 448

How to reduce pollution of an assembling-machine with efficiency modules?

Is there a way to reduce the pollution of an assembling-machine prototype -- if the base pollution value is negative? :-D data:extend({ { type = "assembling-machine", name = "bi-bio-garden", energy_usage = "200kW", energy_source = { type = "electric", usage_priority = "secondary-input", emissions_pe...
by Pi-C
Thu Jan 14, 2021 9:44 am
Forum: Questions, reviews and ratings
Topic: Help me update an old private mod to 1.1
Replies: 3
Views: 137

Re: Help me update an old private mod to 1.1

I think you should also listen to on_cutscene_cancelled. (Since Factorio 1.0, a player will be created without an attached character when a new game is started; the character will be added once the cutscene has been cancelled or finished of its own.)

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