Search found 72 matches

by Berserker55
Sun Feb 09, 2025 11:19 pm
Forum: Ideas and Suggestions
Topic: Gleba science pack research micronmanagement solution
Replies: 44
Views: 9137

Re: Gleba science pack research micronmanagement solution

Sounds like making "science_pack_drain_rate_percent" readable during runtime is required to make that mod work well though, which I guess is a seperate suggestion. But either way, I feel this should absolutely be addressed in vanilla.
by Berserker55
Sun Oct 27, 2024 6:48 am
Forum: Ideas and Suggestions
Topic: Gleba science pack research micronmanagement solution
Replies: 44
Views: 9137

Science Queue Passthrough

TL;DR
Each lab treats the research queue as a list of priorities individually, if it can't research a selected technology, it carries onto the next one in the list; repeat.


What?
A way to tell science labs to "try" to apply their research to the current research and if that is not a valid ...
by Berserker55
Sun Aug 04, 2024 1:59 am
Forum: PyMods
Topic: Underflow Valve attached to almost full Tailings Pond still lets fluid through.
Replies: 1
Views: 938

Underflow Valve attached to almost full Tailings Pond still lets fluid through.

Attaching an underflow Valve to a Tailings Pond, should, according to its tooltip at least, prevent overflowing the pond. The tooltip says that it allows flow only if the *output* (Pond) is under 80%.

factorio_HKGgjxicUB.png

Once this ghost is replaced with the actual valve though, it will let ...
by Berserker55
Sun Jun 19, 2022 12:39 pm
Forum: Technical Help
Topic: Factorio Download API now requires CAPTCHA
Replies: 3
Views: 1433

Factorio Download API now requires CAPTCHA

Hello, I was trying to follow https://wiki.factorio.com/Download_API to have an auto-downloader in my tool to make https://archipelago.gg/tutorial/Factorio/setup/en significantly simpler. However, I get "<li> Please pass the CAPTCHA. </li>" in my response, which makes this pretty much impossible ...
by Berserker55
Tue Jun 14, 2022 2:48 am
Forum: Not a bug
Topic: [1.1.59] Impossible to insert sufficient of non-stackable item
Replies: 3
Views: 1630

Re: [1.1.59] Impossible to insert sufficient of non-stackable item

the remote itself is not modified by the mod, so whatever flags it has vanilla is what it is.
by Berserker55
Mon Jun 13, 2022 10:58 pm
Forum: Not a bug
Topic: [1.1.59] Impossible to insert sufficient of non-stackable item
Replies: 3
Views: 1630

[1.1.59] Impossible to insert sufficient of non-stackable item

The recipe https://cdn.discordapp.com/attachments/860695145485303841/986041024604434452/unknown.png requires multiple remotes but the usual stack increase recipes seem to apply doesn't trigger, allowing you to only put 1 in. I'm not sure if the intended behaviour is to not allow such recipes or to ...
by Berserker55
Tue Jul 13, 2021 1:40 am
Forum: Resolved Problems and Bugs
Topic: [1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.
Replies: 2
Views: 1510

Re: [1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.

Yeah, can confirm a mistake on my part. For the mod a script launches the server 4 times (create empty world, launch empty world; rcon-communicate with mod, create mod-embedded world, launch mod-embedded world; rcon-communicate and begin gameplay) And the preset was applied on first step instead of ...
by Berserker55
Sat Jul 03, 2021 1:39 am
Forum: Resolved Problems and Bugs
Topic: [1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.
Replies: 2
Views: 1510

[1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.

(For testing I ripped out everything unrelated from the mod, including locale)

As you can see here:
https://cdn.discordapp.com/attachments/860695145485303841/860695162891403274/unknown.png
the preset works perfectly fine in Single-Player/ Gui
However, if it's created via..
`Factorio.exe --create ...
by Berserker55
Fri Apr 09, 2021 6:44 pm
Forum: Modding interface requests
Topic: Add force: all or similar to give-item modifier
Replies: 4
Views: 1685

Re: Add force: all or similar to give-item modifier

That ... is a bit odd, yeah. I like that it overflows into the rest of the team, but I think it should be documented better how it works then and the give to all as an option would still be neat. Right now, while my solution works, I lose the tooltip thing that tells the player they'll get X of Y ...
by Berserker55
Fri Apr 09, 2021 12:04 pm
Forum: Modding interface requests
Topic: Add force: all or similar to give-item modifier
Replies: 4
Views: 1685

Re: Add force: all or similar to give-item modifier

Then there seems to be a bug with that, as I had players complain it would only give to one player chosen seemingly at random, but consistently the same. I then implemented a on event handler and players became happy about the problem fixed.
by Berserker55
Tue Apr 06, 2021 9:15 pm
Forum: Modding interface requests
Topic: Add force: all or similar to give-item modifier
Replies: 4
Views: 1685

Add force: all or similar to give-item modifier

The https://wiki.factorio.com/Types/GiveItemModifierPrototype can award items upon tech completion. It appears if you want that item to be awarded to each player you have to set up an on completion handler. It would be nice if there was an additional field to tell it to award the items to the whole ...
by Berserker55
Mon Mar 29, 2021 3:30 pm
Forum: Won't fix.
Topic: factorio server on windows switches in and out of console
Replies: 2
Views: 1668

Re: factorio server on windows switches in and out of console

Might be nice to mention that in the --help output then.
by Berserker55
Mon Mar 29, 2021 2:50 pm
Forum: Won't fix.
Topic: factorio server on windows switches in and out of console
Replies: 2
Views: 1668

factorio server on windows switches in and out of console

I don't really know how to better describe it, but here is an image:
https://imgur.com/AuEsFwj
basically, launch server on windows, enter "test" and hit enter, repeat. Console keeps doing weird things.
by Berserker55
Sat Jun 03, 2017 2:45 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1640897

Re: Bugs & FAQ

If you deconstruct/Mine a Gas Refinery you get an Advanced Gas Refinery back - only tested with MK1
by Berserker55
Fri May 26, 2017 2:57 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1640897

Re: Bugs & FAQ

Same problem as fsponholz.
All infinite ores are disabled, that error comes up. I have downgraded to 0.5.7 which seems to work.
the infinite ores mod is installed.
by Berserker55
Sat Dec 10, 2016 6:12 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 171900

Re: [MOD 0.14.x] Modular Armor Revamp

Is there any chance that there'll be compatibility with Bobs added? Bring all the bob items in-line and offer higher tiers of items needing bob plates?
by Berserker55
Sun Oct 09, 2016 12:01 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 198940

Re: [0.14.x] Bob's Mods: General Discussion

Hm, too bad ammo isn't a thing.
At least for the flame thing, you could maybe go with a plasma stream turret, that uses a large amount of energy, but is functionally a flamethrower.
by Berserker55
Sat Oct 08, 2016 10:19 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 198940

Re: [0.14.x] Bob's Mods: General Discussion

Some ideas after playing a bit with vehicle equipment;

A train wagon without cargo but a larger equipment grid would be nice. I now like having a train going around my base as mobile turret and this would be great.
Or an armoured cargo wagon MK2, that serves this purpose.

In the 0.13 discussion ...
by Berserker55
Sat Oct 08, 2016 9:45 am
Forum: Bob's mods
Topic: Couple of bugs. (solar name and bot placement)
Replies: 5
Views: 2735

Re: Couple of bugs. (solar name and bot placement)

So, for FARL, would it be possible for the farl mod to copy any changes mods made to the vanilla locomotive? If so, I'll bring it up in a thread over there.

Also a small thing I just came upon; power armor mk3 and upwards needs Alien Research (the colored alien vials), But it's not a prerequisite.
by Berserker55
Fri Oct 07, 2016 4:21 pm
Forum: Bob's mods
Topic: Couple of bugs. (solar name and bot placement)
Replies: 5
Views: 2735

Couple of bugs. (solar name and bot placement)

First, Whenever a vanilla construction or logistic bot is crafted, it goes into inventory. bobs go into hotbar. This also happens with bob constructions bots when they return from a personal roboport trip, which can be annoying.

Secondly, some vehicle strings seem to be borked.
2016-10-07 18_18_01 ...

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