Search found 60 matches

by Dustine
Fri Jun 22, 2018 2:29 pm
Forum: Modding interface requests
Topic: Fixed effect for beacons as prototype
Replies: 2
Views: 351

Re: Fixed effect for beacons as prototype

Is there a reason you don't use an entity with a negative pollution value in the prototype? Similar to how trees work? Because as far as I know pollution, once created, counts for the evolution factor. And that's okay, but it means I don't want to clear pollution, but reduce how much of it is produ...
by Dustine
Fri Jun 22, 2018 1:54 pm
Forum: Modding interface requests
Topic: Fixed effect for beacons as prototype
Replies: 2
Views: 351

Fixed effect for beacons as prototype

What I want to do: A beacon entity that projects a pollution-clearing effect by itself, not requiring (or allowing) modules to do so. As in, how you can do fixed_recipe on assemblers to lock them into one specific recipe that the player can't change, I'd hope that there would be a prototype propert...
by Dustine
Wed Jun 20, 2018 4:54 pm
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 2313

Re: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic

I've added RSO support for your mod but to make it work properly you'll need to make small edit. Since your mod uses on chunk handler you need to add optional dependency on rso-mod to make sure that RSO can generate ore before your mod does it's processing of on chunk generated. Oh, awesome! Thank ...
by Dustine
Tue Jan 30, 2018 1:53 pm
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 2313

Re: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic

(sorry Dustine, this may have been my doing) :) https://forums.factorio.com/viewtopic.php?f=79&t=54614#p337715 No worries, this expedited my wanting to update the mod internally. The current method to uncover ores was giving some other issues, so reworking so it'll work with RSO, if anything, gave ...
by Dustine
Sat Jan 27, 2018 5:28 pm
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 2313

Re: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic

I've added RSO support for your mod but to make it work properly you'll need to make small edit. Since your mod uses on chunk handler you need to add optional dependency on rso-mod to make sure that RSO can generate ore before your mod does it's processing of on chunk generated. Oh, awesome! Thank ...
by Dustine
Thu Jan 18, 2018 7:54 pm
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 2313

[0.16] YAIOM 1.1.0

A small change with a big gameplay change: added a post-rocket technology that allows to use satellites (true to the original description! No idea why that doesn't update on the mod portal) to slowly and passively scan for new patches. Compliments but doesn't replace scanner's completely, as satelli...
by Dustine
Wed Jan 17, 2018 7:52 pm
Forum: Resolved Problems and Bugs
Topic: [Mod Portal] Error on Upload Image
Replies: 2
Views: 403

Re: [Mod Portal] Error on Upload Image

Can verify, found this when uploading a new mod (so zip upload still works) and wasn't able to upload any images for its header.
by Dustine
Wed Jan 17, 2018 7:37 pm
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 2313

[MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic

Name: YAIOM Download: Mod portal License: MIT Having issues finding reliable ore spots farther and farther away? Want some sustainable but non-trivial ore sources? Look no further. Hydraulic fracturing When you generate a map with this mod on, you may notice that there's blue/green/pink/... ores on...
by Dustine
Sun Jan 14, 2018 2:37 pm
Forum: Not a bug
Topic: [0.16.16] create_entity for item-request-proxy incorrect
Replies: 2
Views: 324

[0.16.16] create_entity for item-request-proxy incorrect

The documentation right now says that, when you use LuaSurface.create_entity for item-request-proxy you must do: item-request-proxy modules :: dictionary string → uint: The stacks of items to be delivered to target entity from logistic network. Each stack must be table. If empty, the item request pr...
by Dustine
Sat Jan 13, 2018 1:01 pm
Forum: Implemented mod requests
Topic: Checking if a robot belongs to a specific logistics network
Replies: 2
Views: 397

Re: Checking if a robot belongs to a specific logistics network

Rseding91 wrote:I fixed logistic_network read for robots for the next version of 0.16. You can simply compare them with == - all LuaObjects can be compared with ==.
Awesome!! I wish I had known that earlier, and thank you so much for adding logistic_network too.
by Dustine
Fri Jan 12, 2018 10:40 pm
Forum: Implemented mod requests
Topic: Checking if a robot belongs to a specific logistics network
Replies: 2
Views: 397

Checking if a robot belongs to a specific logistics network

Right now there doesn't seem a way to check if a specific deployed robot, either logistic or construction (not follower robots), is connected to a specific logistic network. I know this binding occurs as robots flying over other networks won't arbitrarily store or pick things from said isolated netw...
by Dustine
Tue Jan 09, 2018 11:51 pm
Forum: Minor issues
Topic: [0.16.15] regenerate_entity() ignores runtime map settings
Replies: 2
Views: 500

Re: [0.16.15] regenerate_entity() ignores runtime map settings

Thanks for the report. I'm not sure what's best here: you can use regenerate_entity with an entity that doesn't exist in the surface settings so it can't always use those values. Um, true, the sticking point for me is the inconsistent behaviour with how deleting chunks respect the settings and crea...
by Dustine
Tue Jan 09, 2018 3:38 pm
Forum: Minor issues
Topic: [0.16.15] regenerate_entity() ignores runtime map settings
Replies: 2
Views: 500

[0.16.15] regenerate_entity() ignores runtime map settings

When you change the map_gen_settings of a surface (I've only experimented with autogen_control sizes), regenerate_entity doesn't seem to respect these new settings. Easiest way to replicate it that I found was: Create a small 256x256 world with iron ore gen size set to none. https://i.imgur.com/hZsV...
by Dustine
Tue Jan 09, 2018 12:01 pm
Forum: Mods
Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
Replies: 43
Views: 7047

Re: [MOD 0.15] Charge Transmission - Wireless Bot Charging

Updated the main thread post, wow those pictures were ancient. I kept it more succinct than the mod page (didn't even mention how to re-target chargers), hopefully that's good enough. Now, on future plans: Add an user option to disable the overtaxed icon from showing up on their map and as a flashin...
by Dustine
Mon Jan 08, 2018 3:14 pm
Forum: Mods
Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
Replies: 43
Views: 7047

Re: [MOD 0.15] Charge Transmission - Wireless Bot Charging

Edit: Oh, and they don't remember their task when swapping forces. When I tested out if making a bot copy worked, the logistic network reassigned the task to the clone without a hitch. So I assume it's the same mechanic happening here! If they don't remember their task doesn't that make the wireles...
by Dustine
Mon Jan 08, 2018 2:36 pm
Forum: Mods
Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
Replies: 43
Views: 7047

Re: [MOD 0.15] Charge Transmission - Wireless Bot Charging

That sounds like quite a neat hack :3. It sounds a bit strange though that they remember their current job even after "changing" force. Or maybe it's because they don't actually change that it still works. Did you try any similar methods (micro-optimization!) like teleporting the bots to their curr...
by Dustine
Mon Jan 08, 2018 8:06 am
Forum: Mods
Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
Replies: 43
Views: 7047

Re: [MOD 0.15] Charge Transmission - Wireless Bot Charging

Grats! Kinda interested in what solution you lastly went with but no time to read large amount of code currently :D. Maybe later... Remember when I said I couldn't use the to_be_charged table because I couldn't find a way to make the robots give up on charging after topping them off? Or at least a ...
by Dustine
Sun Jan 07, 2018 9:22 pm
Forum: Mods
Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
Replies: 43
Views: 7047

Re: [MOD 0.16] Charge Transmission - Wireless Bot Charging

0.6.0 is out! Finally finished that major rewrite I've been promising for... uh, months. Not only is it more UPS-friendly, I added a few settings to further customize it if it isn't too stable on your own savegame. And that's not it, I did sneak in a few extra features, like a much-wanted reason to ...
by Dustine
Sat Dec 30, 2017 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.7] Recharging robots freeze if their force is changed
Replies: 3
Views: 1042

Re: [0.16.7] Recharging robots freeze if their force is changed

Is there anything for them to charge at on the neutral force? Not on the examples above. I swear I remembered testing that yesterday, but just in case... https://i.imgur.com/JJMZRM7.png https://i.imgur.com/MfFCXxx.png I tested it right now, on 0.16.11, on a brand new map with a neutral roboport nea...
by Dustine
Thu Dec 28, 2017 10:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.7] Recharging robots freeze if their force is changed
Replies: 3
Views: 1042

[Rseding91] [0.16.7] Recharging robots freeze if their force is changed

Essentially, if you do (cell being a logistic cell): for _, bot in pairs(cell.to_charge_robots) do bot.force = "neutral" bot.force = "player" end any robots caught by this code that aren't near a roboport will freeze in mid-air, and nothing save from mining them seems to fix it (replacing roboports,...

Go to advanced search