Search found 101 matches

by tiriscef
Fri Nov 08, 2024 2:16 pm
Forum: Bug Reports
Topic: [2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty
Replies: 1
Views: 100

Re: [2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty

I noticed my attached map is a bit bad for reporting, because it didn't contain the Progressive Productivity mod and it had a mod not in the mod portal. So I produced a better save for the freeze reproduction. Sometimes the freeze doesn't happen on the first click on the Research button thingy. I ha...
by tiriscef
Fri Nov 08, 2024 1:46 pm
Forum: Bug Reports
Topic: [2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty
Replies: 1
Views: 100

[2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty

The mod Progressive Productivity adds a lot of technologies with CraftFluidTechnologyTriggers. While the Research Queue contains at least one technology, this works as intended. When the research queue is empty, technologies with really high, implausible crafting triggers get unlocked instantly. (Sc...
by tiriscef
Fri Sep 13, 2024 7:53 pm
Forum: Modding interface requests
Topic: Have the '__TYPE__name__' localisation syntax work for recipes and technologies
Replies: 3
Views: 313

Have the '__TYPE__name__' localisation syntax work for recipes and technologies

Heya, in locales you can insert the name of some other prototypes with a `__(TYPE)__(name of prototype)__` syntax, as explained in this wiki tutorial . This only seems to work with items, entities, tiles and fluids - which I guess are the types that the base game uses. And in my case it would be use...
by tiriscef
Thu Dec 22, 2022 1:47 pm
Forum: Mods
Topic: [1.1+] [WIP] Sosciencity
Replies: 15
Views: 8368

Re: [1.1+] [WIP] Sosciencity

Unfortunately I don't have time to try this mod but it looks interesting. You're welcome to take any ideas from "The Colony" concept from years ago. https://forums.factorio.com/viewtopic.php?f=33&t=39180 Having civilian building spread or pop up randomly could be an interesting buildi...
by tiriscef
Thu Dec 22, 2022 11:01 am
Forum: Mods
Topic: [1.1+] [WIP] Sosciencity
Replies: 15
Views: 8368

Re: [1.1+] [WIP] Sosciencity

he mod Sosciencity (0.1.0) caused a non-recoverable error. Please report this error to the mod author. Error while running event sosciencity::on_nth_tick(10) __sosciencity__/classes/communication.lua:528: attempt to compare number with nil stack traceback: __sosciencity__/classes/communication.lua:...
by tiriscef
Sat Aug 21, 2021 7:13 pm
Forum: Modding interface requests
Topic: Don't show input/output-only EEIs in the opposite side of the energy statistic
Replies: 0
Views: 728

Don't show input/output-only EEIs in the opposite side of the energy statistic

Hello. The API allowes the creation of Electric Energy Interfaces that are only able to input or output energy. If you set the EnergySource's ElectricUsagePriority to "primary/secondary-input" the EEI can not output energy, even if you set its power_production field at runtime. Likewise if...
by tiriscef
Fri Aug 20, 2021 12:16 am
Forum: Resolved Problems and Bugs
Topic: [1.1.38] game.check_prototype_translations() doesn't check technologies
Replies: 2
Views: 3472

[1.1.38] game.check_prototype_translations() doesn't check technologies

Hello. The API of the LuaGameScript-function check_prototype_translations() claims that it checks technologies for missing locales. But it doesn't find my technologies that don't have a localisation. So there's a technology with an unknown name: https://i.imgur.com/B9hPVCQ.png But it doesn't appear ...
by tiriscef
Thu Jan 14, 2021 7:10 pm
Forum: Modding interface requests
Topic: index argument for LuaInventory.find_item_stack to start the search at a specific index
Replies: 0
Views: 721

index argument for LuaInventory.find_item_stack to start the search at a specific index

Hello best developers in the world, the LuaInventory object has a find_item_stack-function which returns the first stack and index with the given item-prototype-name. This is very useful if you need just one stack, because then you don't have to iterate all slots of the inventory and check if they c...
by tiriscef
Thu Aug 13, 2020 11:15 am
Forum: Ideas and Suggestions
Topic: Don't let module energy usage effects influence pollution
Replies: 3
Views: 1258

Don't let module energy usage effects influence pollution

TL;DR Remove the influence of power usage effects on a machines pollution. What? This is kind of a follow-up of this bug report that turned out to be a (imho obscure) feature. At the moment the pollution a machine produces is calculated like this: pollution = base value * (1 + sum(pollution effects...
by tiriscef
Thu Aug 13, 2020 8:44 am
Forum: Not a bug
Topic: [0.18.47] Mining drills with negative pollution effects produce more pollution instead of less
Replies: 4
Views: 1573

Re: [0.18.47] Mining drills with negative pollution effects produce more pollution instead of less

The problem is not the 'modifier' value in the brackets, but the 'actual' value before that. Unless I'm seriously misunderstanding how the pollution is calculated, the pollution modifiers of all effect sources are added. pollution = base value * (100% + sum(pollution modifiers)) 10/min (base value) ...
by tiriscef
Wed Aug 12, 2020 11:52 pm
Forum: Not a bug
Topic: [0.18.47] Mining drills with negative pollution effects produce more pollution instead of less
Replies: 4
Views: 1573

[0.18.47] Mining drills with negative pollution effects produce more pollution instead of less

Hello, a user reported a bug on my mod which seems to be caused by the base game. In the given example the miner has a base pollution of 10/min and two modules with +50% and -75% pollution. The tooltip and the pollution production statistics show that the miner actually produces 11.25/min (+12.5%) i...
by tiriscef
Sun Jul 19, 2020 10:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.36] 'tool' items are sometimes missing their durability localisation
Replies: 1
Views: 1966

[0.18.36] 'tool' items are sometimes missing their durability localisation

Hello when you create 'tool'-prototype items and give them custom localisations, like this: prototype.durability_description_key = "description.food-key" prototype.durability_description_value = "description.food-value" then these localisations are only shown in the item tooltip....
by tiriscef
Mon Feb 24, 2020 10:01 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336103

Re: pY Alien Life - Discussion

Is there way to add an infinite research path for "Green Thumb" that adds a global productivity to plant production? Same with Animal Husbandry for animal productivity? It would be similar to mining productivity. Not speed, but produce extra product. My mod py veganism has a system to mak...
by tiriscef
Tue Feb 11, 2020 12:49 am
Forum: Mods
Topic: [1.1+] [WIP] Sosciencity
Replies: 15
Views: 8368

Re: [MOD 0.17+] [WIP] Sosciencity

Hey, I figured I should post updates sometimes to motivate myself. And because I got inspired by the fff posts. :) Because I might always feel the urge to say it I will communicate it just once: the development of the mod is going slowly, but steady. It takes quite long because the scope of the mod ...
by tiriscef
Mon Feb 10, 2020 4:11 pm
Forum: Modding interface requests
Topic: draw_as_leaves property for sprite ∧ animation definitions
Replies: 0
Views: 682

draw_as_leaves property for sprite ∧ animation definitions

Oh hey, the base game recently added a nice looking shader for the leaves of trees. So in the modding world there happen to be trees in the sprites/animations of other entities, which now stand out because their leaves don't move (or not in the same way in case one added an animation). So I wanted t...
by tiriscef
Wed Feb 05, 2020 7:22 pm
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 78
Views: 26491

Re: pY Veganism (inofficial)

I'm not developing this mod at the moment, because pyal is in the same conceptual space and will most likely invalidate a lot of the ideas I have for pyv.

Also I'm focusing on getting Sosciencity to a playable state.
by tiriscef
Mon Feb 03, 2020 8:33 pm
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 78
Views: 26491

Re: pY Veganism (inofficial)

Yes you can.
by tiriscef
Tue Jan 28, 2020 5:08 pm
Forum: Mods
Topic: [.13-1.1.109] Aircraft (1.8.9)
Replies: 191
Views: 137536

Re: [.13-.18.2] Aircraft (1.7.1)

Hey,

I would like to maintain your mod, as I used it fairly often.
by tiriscef
Mon Jan 27, 2020 1:05 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 20203

Re: IR in 0.18

Less than a fortnight, and already the buzzards are circling the carrion. I wish all this shit-stirring would stay confined to Reddit and Discord where it belongs. I'm sure I will regret asking this, but I can't help me. Why are you always so angry ? The people love your mod and don't want to see i...
by tiriscef
Wed Jan 08, 2020 9:10 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 155331

Re: [0.17] Please post bugs and balance issues here.

bobselectronics sometimes crashes on load when I have all of angels mods but not bobsplates active. Failed to load mod "bobelectronics": __bobelectronics__/data-updates.lua:10: attempt to index field 'carbon' (a nil value) stack traceback: __bobelectronics__/data-updates.lua:10: in main ch...

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