Search found 477 matches

by Reika
Fri Nov 08, 2019 5:56 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 159
Views: 10854

Re: Friday Facts #320 - Color correction

I am ambivalent on the style change overall, but I do like the map changes, which I generally like because of the improved contrast, and the more tree variety. I also like the idea of a more dynamic night, though I do hope the LUT is moddable there, so you can change how the night looks if you pleas...
by Reika
Sat Oct 26, 2019 10:04 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 116
Views: 9378

Re: Friday Facts #318 - New Tooltips

Please tell me that the "exact amounts" of fluid contents are still shown for entities, not just a fill bar. So for example I can see that a storage tank has exactly 227.4 units of liquid, or that a refinery has 0.3 units of oil in the input. Storage tanks, pipes and a few other entities still show...
by Reika
Sat Oct 26, 2019 6:51 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 116
Views: 9378

Re: Friday Facts #318 - New Tooltips

Something I want to say about the entity tooltips, specifically for fluid, in regards to this image: https://cdn.factorio.com/assets/img/blog/fff-318-steam-ratios-entity.png Please tell me that the "exact amounts" of fluid contents are still shown for entities, not just a fill bar. So for example I ...
by Reika
Fri Oct 04, 2019 6:28 am
Forum: Resolved Problems and Bugs
Topic: LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign
Replies: 3
Views: 284

Re: LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign

Rseding91 wrote:
Fri Oct 04, 2019 3:19 am
Thanks for the report. It's now fixed for the next version of 0.17.
As in nil is now a valid assign?
by Reika
Fri Oct 04, 2019 12:28 am
Forum: Resolved Problems and Bugs
Topic: LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign
Replies: 3
Views: 284

LuaEntity.last_user can be nil on a LuaEntity returned from the game, but that field does not accept nil assign

That is, trying to assign <LuaEntity>.last_user = nil throws an error, but LuaEntities returned via the scripting engine - such as find_entities_filtered - can have a nil value for that field. This is bad on two fronts: The first is that this makes no sense; if the game can give LuaEntities with nil...
by Reika
Sat Aug 24, 2019 6:23 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 21680

Re: Friday Facts #309 - Controversial opinions

Some of these are nice ideas, in particular the "Robots should take up space and time" and "Mining furnaces and assembling machines should return the ingredients for the in-progress recipe". I also quite like the idea of smarter and (situationally) more aggressive biters. The "Items should have volu...
by Reika
Wed Aug 07, 2019 5:29 pm
Forum: Ideas and Suggestions
Topic: New "Complex" difficulty
Replies: 12
Views: 748

Re: New "Complex" difficulty

Just so you know, my ideas, as well as some suggested by other people, have made it into a mod, TurmOil: https://mods.factorio.com/mod/TurmOil
by Reika
Fri Aug 02, 2019 5:31 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 154
Views: 13412

Re: Friday Facts #306 - Experimental Demo

From my reddit post: I do not think it is a good idea to put too much focus on the combat side of things; it reminds me of the original trailer, one which actively put me off the game back in 2015. Indeed, people were offering to buy it for me, and I was turning them down because of what the trailer...
by Reika
Fri Aug 02, 2019 8:44 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

You mod changes too much for me at the moment (although I'm using some others of yours), but I decided to implement burnable sulfur too and I wanted to note I am also reducing the acceleration to 0.5 or maybe lower. I will do that too. By the way, the mod has a setting to change what changes it mak...
by Reika
Fri Aug 02, 2019 8:12 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Adamo wrote:
Fri Aug 02, 2019 8:00 am
Reika wrote:
Fri Aug 02, 2019 7:58 am
I could not find a direct source, so I did some f#$%ery with electronegativity ratios.
Nice one.
grinning noises
by Reika
Fri Aug 02, 2019 7:58 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

I went with 600kJ (relative to coal's 4MJ). I think that's a good guess, if it was a guess. If it's from a source, please share, because I couldn't find one. I'm glad you went very low with it. I think that's right. That's less than wood, right? I could not find a direct source, so I did some f#$%e...
by Reika
Fri Aug 02, 2019 7:52 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Adamo wrote:
Fri Aug 02, 2019 7:49 am
This means we would need to multiply 30% of the pollution by 40 to get the new pollution from just the sulfur, or, 12 times.
Done.
Adamo wrote:
Fri Aug 02, 2019 7:49 am
What I'm not sure about is what the fuel_value should be.
I went with 600kJ (relative to coal's 4MJ).
by Reika
Fri Aug 02, 2019 7:47 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Well, considering NauvisDay adds a 96x multiplier to refinery pollution (and more if you go to Bob Mk2/3/4)... :P I wrote up a quick math for this, since you have tested numbers that go plenty high -- but remind me again what your exact plan is? Just burning sulfur directly? Yes, primarily as a way...
by Reika
Fri Aug 02, 2019 7:41 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

I'd stick to 8 and go higher only after testing, but going higher wouldn't be UNREALISTIC, just worried about game mechanics when I start approaching multiplying anything by 10 or more. Well, considering NauvisDay adds a 96x multiplier to refinery pollution (and more if you go to Bob Mk2/3/4)... :P...
by Reika
Fri Aug 02, 2019 7:38 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

I agree with that number at least until you know for sure it isn't already too high. You agree with eight or 24? Sulfur concrete doesn't need cement! Or, rather, it turns out, when mixed with stone, sulfur has cement-like properties. It's mixed with stone and sand aggregate directly. It cures quick...
by Reika
Fri Aug 02, 2019 7:36 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Theikkru wrote:
Fri Aug 02, 2019 7:34 am
Reika wrote:
Fri Aug 02, 2019 7:29 am
TurmOil
XD
I like punny names, as can be seen with some of my others: Oreverhaul, Factor-I/O, NauvisDay, TRe(e)Plant.... :P
by Reika
Fri Aug 02, 2019 7:29 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Maybe turn up the emissions on that one. (Yes, that's an option parallel to fuel_value, you probably already know that). Sulfur dioxide (the product of burning sulfur) is nasty stuff. :) Oh, I did. Eightfold. Should I triple that further? :P Here is the mod, by the way. https://mods.factorio.com/mo...
by Reika
Fri Aug 02, 2019 5:24 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

I have mostly abandoned this thread, but I am coming back to post one thing. One of the issues people raised with the sulfur-as-a-byproduct-from-heavy-oil idea was "what if your sulfur production exceeds your consumption, and so you end up with a mountain of sulfur you cannot use". Well, while devel...
by Reika
Tue Jul 30, 2019 9:10 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

I can't speak for anyone else but I would be ok (not necessarily happy, but ok) with the oil change if not for 3 things. I like the old oil, but I could understand focusing on what was needed immediately and getting the process right later on. (the new progression) 1. The way it was presented. It f...
by Reika
Tue Jul 30, 2019 8:06 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 49888

Re: Friday Facts #305 - The Oil Changes

Unless you want a head on a pike instead of arguments, it should not matter much who gives them to you? Generally speaking, people are not as good at conveying the opinions of others as they are at stating their own, and so, yes, it does matter to some degree; assuming for the moment that you were ...

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