Search found 80 matches

by tiriscef
Wed Dec 04, 2019 5:05 pm
Forum: Modding help
Topic: Remnants for a non-square Entity
Replies: 4
Views: 156

Re: Remnants for a non-square Entity

Hey, thanks for the speedy answers. :) In case it is the future and you are looking for an answer to a similar problem, this is the working code: Tirislib_Entity.create { type = "corpse", name = "farm-remnants", icon = "__sosciencity__/graphics/icon/farm.png", icon_size = 64, flags = {"placeable-neu...
by tiriscef
Wed Dec 04, 2019 2:24 am
Forum: Modding help
Topic: Remnants for a non-square Entity
Replies: 4
Views: 156

Remnants for a non-square Entity

Hey, I have a fairly big non-square entity and I created a remnant for each rotation of it. But then a problem arises: The game picks one rotation at random, which looks really weird: https://i.imgur.com/G5BdJVt.png I was really shocked. My code for the corpse is: Tirislib_Entity.create { type = "co...
by tiriscef
Fri Nov 29, 2019 8:36 pm
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 73
Views: 4434

Re: pY Veganism (inofficial)

Someone should really teach me to automate compatibility tests before I further embarass myself.^^

I corrected the fix. If you redownload pyv 0.19 it should work.
by tiriscef
Fri Nov 29, 2019 2:29 am
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 73
Views: 4434

Re: pY Veganism (inofficial)

That is weird. The problem occures because Circuitissimo loads a library with a table.merge-function that doesn't actually merge the tables and somehow my mod calls that function instead of the stdlib one. But my mod requires the stdlib-table-library and I don't have a clue why it doesn't overwrite ...
by tiriscef
Mon Nov 11, 2019 6:01 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 717
Views: 69006

Re: pY HighTech Discussion

I don't know if it's intentional, but you essentially baned all vanilla modules in pyht's buildings by disallowing pollution and consumption module effects.
by tiriscef
Sun Nov 03, 2019 9:27 pm
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 73
Views: 4434

Re: pY Veganism (inofficial)

BlueTemplar wrote:
Sat Nov 02, 2019 6:10 pm
Maybe some Orks ? :lol:
I googled if the Orks in Warhammer 40k should be considered vegan and was fascinated by the amount of search results where people asked and answered that question. :D
by tiriscef
Sat Nov 02, 2019 3:49 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 464
Views: 37310

Re: pY Petroleum Handling

I'm in favor of calling it mk4.
by tiriscef
Sat Nov 02, 2019 2:42 pm
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 73
Views: 4434

Re: pY Veganism (inofficial)

Hey tiriscef, have you ever thought about boost for ralesia, we have fertilizer in pyht and in pyro but we can't use it to boost ralesia Or another idea - use some replacer of ralesia, just another plant? I think logs, fawogae, ralesia and maybe kikalk could use an early game recipe with humus. I w...
by tiriscef
Fri Nov 01, 2019 11:14 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1608
Views: 215684

Re: pY Coal Processing - Discussion

Hello, I have found a desync cause: deconstructing a fawogae farm causes a desync. by hand or with nanobot, both will eject you. Even admin deconstruction. Admin deletion works (with decon planner in the "none" tab). Note that We have the pY Vegan mod included which tampers with it by adding invisi...
by tiriscef
Sun Oct 27, 2019 3:56 pm
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 73
Views: 4434

Re: pY Veganism (inofficial)

Okay cool. :) How should we organize the collaboration? Via github? Btw if any of you needs me in a pinch I am available under Soggs#4093 on Discord. I can be found via the official factorio discord. What I might do is make some kind of beta branch to test multiplayer desync since there is somethin...
by tiriscef
Sat Oct 26, 2019 6:52 pm
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 73
Views: 4434

Re: pY Veganism (inofficial)

Hey,

thanks for offering your support. :)
I marked you two as collaborators.
by tiriscef
Wed Oct 23, 2019 12:25 am
Forum: PyMods
Topic: pY Veganism (inofficial)
Replies: 73
Views: 4434

Re: pY Veganism (inofficial)

Hi, we are currently using your Py Veganism mod in a multiplayer game on Redmew and a few issues appeared: First and foremost: Your math.random call on line 257 in control.lua seems unsafe and thereby causes desyncs, since the built in random number generator used by Lua is not deterministic across...
by tiriscef
Tue Oct 22, 2019 10:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 912
Views: 93950

Re: [MOD 0.17] Industrial Revolution

I'm just trying to do my best here, to be honest, I'm finding the constant opinions very wearing. Did I state so many opinions? I'm sorry, I didn't mean to annoy you. :/ In case you're interested in my reply: Server owners can install the language pack if they care at all about non-English speakers...
by tiriscef
Tue Oct 22, 2019 10:23 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 912
Views: 93950

Re: [MOD 0.17] Industrial Revolution

But if other people update the locales, I can now update that by itself without troubling the English-speaking users at all. The aim is to stop updating the main mod at all, except to fix broken things, because it's finished. This helps with that aim. But this way you're troubling the non-English-s...
by tiriscef
Tue Oct 22, 2019 9:35 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 912
Views: 93950

Re: [MOD 0.17] Industrial Revolution

- Non-English languages were moved into a language pack, so that locales can be updated independently of the main mod. See mod portal / dependencies. I don't understand this decision. The locale files are hardly 1 megabyte. Wouldn't it make more sense to split the graphics to their own mod to save ...
by tiriscef
Wed Sep 25, 2019 6:31 pm
Forum: Mods
Topic: [MOD 0.17+] [WIP] Sosciencity
Replies: 10
Views: 655

Re: [MOD 0.17+] [WIP] Sosciencity

This is awesome stuff! I've been building this mod in my head for 2 to 3 years now. I'd like to contribute something to the mod if I may? I'm in construction and in 2011 this building came to me in a dream, so I taught myself blender just so I can make it. The 3km high multipurpose mega skyscraper ...
by tiriscef
Sun Sep 22, 2019 11:11 pm
Forum: Mods
Topic: [MOD 0.17+] [WIP] Sosciencity
Replies: 10
Views: 655

Re: [MOD 0.17+] [WIP] Sosciencity

Hey, the last weeks weren't very productive, as I was busy trying out IR, being depressed and having stuff to do in the real world. But I fleshed out the system I want to implement for feeding your population. My design goal is to provide the player with a variety of different options, so that they ...
by tiriscef
Tue Sep 17, 2019 7:57 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 912
Views: 93950

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Deadlock989 wrote:
Tue Sep 17, 2019 5:26 pm
In modern times, bronze is still popular for making musical instruments. I don't have any plans to add trumpets or tubas.
That gives me an idea for my mod. :x
by tiriscef
Sat Sep 07, 2019 7:18 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 912
Views: 93950

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

The point of hand-crafting that first assembler is to remind you that every assembler you make makes crafting more assemblers faster, and faster, and faster. That is literally the game. So buffing hand-crafting will never happen. I get that the Almost Empty-Handed Start with a Surprisingly Long Bur...
by tiriscef
Sat Sep 07, 2019 1:45 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 912
Views: 93950

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

Hey, a first thought: the handcrafting in the beginning is very annoying as it takes ages due to the high amount of intermediates, a lot of which take a second to craft. You may say that this should incentivise the player to automate the intermediates early on, by 'punshing' him with long crafting t...

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