Search found 98 matches
- Thu Dec 22, 2022 1:47 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 6983
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...
- Thu Dec 22, 2022 11:01 am
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 6983
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:...
- 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: 611
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...
- 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: 3136
[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 ...
- 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: 615
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...
- Thu Aug 13, 2020 11:15 am
- Forum: Ideas and Suggestions
- Topic: Don't let module energy usage effects influence pollution
- Replies: 3
- Views: 1062
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...
- 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: 1331
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) ...
- 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: 1331
[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...
- 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: 1680
[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....
- Mon Feb 24, 2020 10:01 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 291178
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...
- Tue Feb 11, 2020 12:49 am
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 6983
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 ...
- Mon Feb 10, 2020 4:11 pm
- Forum: Modding interface requests
- Topic: draw_as_leaves property for sprite β§ animation definitions
- Replies: 0
- Views: 575
draw_as_leaves property for sprite β§ 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...
- Wed Feb 05, 2020 7:22 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23527
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.
Also I'm focusing on getting Sosciencity to a playable state.
- Mon Feb 03, 2020 8:33 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 23527
Re: pY Veganism (inofficial)
Yes you can.
- Tue Jan 28, 2020 5:08 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124879
Re: [.13-.18.2] Aircraft (1.7.1)
Hey,
I would like to maintain your mod, as I used it fairly often.
I would like to maintain your mod, as I used it fairly often.
- Mon Jan 27, 2020 1:05 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 18013
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...
- Wed Jan 08, 2020 9:10 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134853
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...
- Sun Dec 22, 2019 9:09 pm
- Forum: Minor issues
- Topic: [0.17.79] horizontally_stretchable labels in a table seem to let the size of the enclosing flow explode
- Replies: 1
- Views: 1314
[0.17.79] horizontally_stretchable labels in a table seem to let the size of the enclosing flow explode
I'm a bit unsure how to report it and if it's really a bug, because it happens in a unreleased mod I'm working on. I'm creating a table inside a vertically directed flow. (inside a scroll-pane, inside a tabbed_pane, inside a frame, inside a frame) The table has 2 columns and is filled with labels to...
- Wed Dec 04, 2019 5:05 pm
- Forum: Modding help
- Topic: Remnants for a non-square Entity
- Replies: 4
- Views: 1740
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...
- Wed Dec 04, 2019 2:24 am
- Forum: Modding help
- Topic: Remnants for a non-square Entity
- Replies: 4
- Views: 1740
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 = &qu...