Search found 96 matches

by alercah
Tue Feb 11, 2020 6:53 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 152
Views: 36816

Re: [MOD 0.15] AAI Industry

Ahh! That must be it!

Now that boilers are supported natively (thanks Bob!), there's no need for this complexity. Hope that can get pulled out!
by alercah
Sat Feb 01, 2020 10:02 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 152
Views: 36816

Re: [MOD 0.15] AAI Industry

Burner turbine generator is either bugged or not showing the right tooltip information in 0.18.3: it generates steam, not electricity!
by alercah
Tue Nov 12, 2019 7:41 pm
Forum: Modding interface requests
Topic: Get blueprint entity for a LuaEntity
Replies: 0
Views: 76

Get blueprint entity for a LuaEntity

I have a small personal mod to make the pipette able to carry the settings of the entity is pipetting. However, it is currently implemented with settings copy-paste onto a ghost, which has a number of limitations; it doesn't work properly for ghosts, struggles with modded entities somewhat, etc. A b...
by alercah
Sat Nov 09, 2019 9:08 pm
Forum: Not a bug
Topic: [0.17.76] Production statics issues
Replies: 1
Views: 142

[0.17.76] Production statics issues

AngelBob game, see attached save. The statistics show about 600/m saphirite ore consumption with 360/m production, even though saphirite is quite clearly at a steady state. They also show 600m crushed saphirite produced and consumed. My math shows that 360/m ought to be the correct number for everyt...
by alercah
Thu Sep 19, 2019 12:02 am
Forum: Ideas and Requests For Mods
Topic: Various mining options
Replies: 6
Views: 356

Re: Various mining options

Angel's refining is somewhat different since you process away from the field. My idea is that you can't do that; you must choose when extracting what resource to get.

I'm not sure it's actually better than Angel's though, except perhaps thematically.
by alercah
Sun Sep 15, 2019 9:15 pm
Forum: Ideas and Suggestions
Topic: Delay productivity items until recipe completion
Replies: 0
Views: 103

Delay productivity items until recipe completion

In FFF 309 it was mentioned that currently you don't get items back from crafting as discussed in this bug report . By changing recipes and thereby refunding ingredients after productivity has created one or more outputs, a player could use this to create additional products without consuming the in...
by alercah
Sun Sep 15, 2019 9:03 pm
Forum: Ideas and Suggestions
Topic: Bot queues on chests
Replies: 0
Views: 89

Bot queues on chests

In FFF 309 one of the ideas mentioned was that bots could take up space/time so that large amounts of bots trying to occupy the same space cause traffic jams and so you can't just scale them indefinitely. Performance reasons are mentioned as the main reason for not doing it, as the current approach ...
by alercah
Sun Sep 15, 2019 8:57 pm
Forum: Ideas and Requests For Mods
Topic: Various mining options
Replies: 6
Views: 356

Various mining options

Just putting down some idle thoughts that I mentioned in discord a while back: Mountains that can be mined and act as obstacles; blowing them up uses up the resources. You can mine them for a long time before they deplete. Miners should be able to move slowly inward. Resources that deliberately have...
by alercah
Fri Sep 13, 2019 4:16 pm
Forum: Ideas and Suggestions
Topic: Thoughts about optimizing bot assignments that can't be fulfilled
Replies: 0
Views: 94

Thoughts about optimizing bot assignments that can't be fulfilled

In FFF 256 , you mentioned that all the ghosts are put into a list and new orders are processed effectively in order, with only a small number being checked each tick. This can result in slowdown processing large blueprints as well as bot orders effectively getting 'stuck' behind uncompleteable orde...
by alercah
Thu Sep 12, 2019 1:56 am
Forum: Not a bug
Topic: Inserter forgets about fuel inventory.
Replies: 3
Views: 415

Re: Inserter forgets about fuel inventory.

For the other machines, though, the inserters seem to switch over to fuel as soon as the machines run out. The one in question appears to be an exception.
by alercah
Sun Sep 08, 2019 3:09 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 122573

Re: [MOD 0.17+] Industrial Revolution (WIP)

It works well with FNEI. I don't know much about Helmod, have no current plans for it but will read requests. I know that Therenas has been working on something similar to Helmod and I made a couple of changes at their request so that IR's component system works better with that mod. Jup, Factory P...
by alercah
Sun Sep 08, 2019 2:48 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 122573

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

It feels odd to me that Laser doesn't require Optics. Is that intentional?
by alercah
Sun Sep 08, 2019 1:44 am
Forum: Not a bug
Topic: Inserter forgets about fuel inventory.
Replies: 3
Views: 415

Inserter forgets about fuel inventory.

Sometimes, an inserter appears to forget about the fuel inventory and load exclusively into the item inventory of an assembler. In the attached save, note that the furnace immediately north of the character, making stone brick, is out of fuel. This is due to the bug. The inserter that feeds it will ...
by alercah
Sat Sep 07, 2019 9:11 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 122573

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

Ah, hah, my bad then.

And personally, my favourite nuclear mod to see integration with would be Realistic Reactors. And even just getting rid of the unrealistic ones altogether hehehe
by alercah
Sat Sep 07, 2019 9:08 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 122573

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

The mod portal page has the wrong license listed.
by alercah
Fri Aug 30, 2019 2:59 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 61558

Re: [0.17.x] Bob's Mods: General Discussion

If memory serves from discussions on Discord, the way fluid generators work is as follows: fluid_usage_per_tick sets the maximum amount of fluid that the generator burns each tick. If scale_fluid_usage is false, then this is always consumed regardless of power output. If scale_fluid_usage is true, t...
by alercah
Fri Aug 02, 2019 1:48 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3286
Views: 555913

Re: Development and Discussion

Regardless of what gets decided about who is going to maintain what going forward, I hope that the repository is made public so that it's easy to submit pull requests.
by alercah
Thu Aug 01, 2019 2:05 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3286
Views: 555913

Re: Development and Discussion

If Angel has already decided how to proceed, that hasn't been made known to the readers of this thread, so conversations here are taking place without that knowledge.
by alercah
Thu Aug 01, 2019 12:05 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3286
Views: 555913

Re: Development and Discussion

The point of making a new repository would just be to get things moving, not to claim that I'm the best balancer out there. I don't have the experience in play to claim that I'm anything close to the best balancer out there. [Moderated by Koub] I did not make any claim to being the best at balancing...
by alercah
Wed Jul 31, 2019 5:29 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3286
Views: 555913

Re: Development and Discussion

The sulfur change really means that development needs to resume somehow, since it really upsets the current balance. I'd be tempted to set up a repo and start development in advance of receiving Angel's blessing, so that the community could start contributing bugfixes and possible solutions to the s...

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