Search found 36 matches

by Doublespin
Thu Jun 28, 2018 7:13 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 6678

Re: Remove Mining Hardness/Power?

I know that your mod use it but lets imagine there would be no mining hardness. Would you miss it? Would you make a suggestion to add more complexity to res-mining?
by Doublespin
Fri Jun 22, 2018 5:05 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 6678

Re: Mining Hardness/Power

@eradicator
Sorry my mistake I only thought about a late game resource but if a mod adds something like this early on you are right.
by Doublespin
Fri Jun 22, 2018 3:24 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 6678

Re: Mining Hardness/Power

I thought about that and it should be simple to let a player mine the ore but gate the processing or usage behind a tech. If the ore is used directly (like coal as fuel) one could add a processing step.
This should cause only a minimal amount of inconvenience. Or do you see further problems?
by Doublespin
Fri Jun 22, 2018 1:52 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 6678

Remove Mining Hardness/Power?

In the game every ratio can be calculated simply by looking at the crafting times. So you can work out the number of assemblers you need to fill one belt. But this does not work with mining ores. Here you have additionally to the mining time the ominous mining hardness and drills have mining power a...
by Doublespin
Sun Jun 10, 2018 12:43 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 10459

Re: Why are 60 UPS = 1s?

Thanks a lot for all the answers :D
Especially the difference between 2D and 3D games is interesting. I think I will investigate this topic further.
by Doublespin
Thu Jun 07, 2018 9:38 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 10459

Re: Why are 60 UPS = 1s?

To clarify: I don't want so suggest to lower the UPS. I'm just curious. I didn't know that fps and UPS are linked. But in general this doesn't has to be the case. For example Minecraft runs with 20 ticks/s but fps are much higher. Concerning the updaterate of a monitor. I never noticed a difference ...
by Doublespin
Thu Jun 07, 2018 6:30 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 10459

Why are 60 UPS = 1s?

I know the game is updating 60 times per second but I wonder is there reason to use 60 ticks? If the tick rate is too low then there probably are stuttering issues but what is "too low"? Too high and the game performance would get worse. So isn't this a parameter which could be used to imp...
by Doublespin
Tue Dec 13, 2016 6:18 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 71926

Re: Friday Facts #168 - Nightvision Nightmare

I would also argue that would be cool to have a second light type to place that is more powerful and covers more range compared to the standard one. Bulding a solid light network FIRST and ALWAYS, nightvision as LAST RESORT for forced night fights. Anyway, only my opinion. That's a great suggestion...
by Doublespin
Sat Dec 10, 2016 2:08 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 116629

Re: [MOD 0.12.x] Marathon 1.0.3

recipe.select makes some strange changes of recipes:
viewtopic.php?f=51&t=37723
I'm not sure if this is a general problem with the recipe.select function from marathon or from the stdlib. Nevertheless it seems to be caused by your mod?
by Doublespin
Fri Dec 09, 2016 11:54 pm
Forum: Bob's mods
Topic: [14.x][Bug] - Jet fuel is steel beams
Replies: 6
Views: 2953

Re: [14.x][Bug] - Jet fuel is steel beams

Seems like it interferes with some more recipes.
For example the boxing-2 mod and the steel boxes.
Here you can find the recipe.select
https://github.com/Afforess/Marathon/bl ... recipe.lua
so it is a function from:
https://github.com/Afforess/Factorio-St ... ter/stdlib
by Doublespin
Tue Oct 11, 2016 12:28 pm
Forum: Modding help
Topic: Icons parameter
Replies: 4
Views: 2372

Re: Icons parameter

Thanks for your replys :)
I tested a little bit and ...
-yes you can have more than 2 layers.
-not every prototype that have icon will accept icons. For example the techs. The game will throw an error if the icon node is missing. Is this intended or bug?
by Doublespin
Mon Oct 10, 2016 9:20 am
Forum: Modding help
Topic: Icons parameter
Replies: 4
Views: 2372

Icons parameter

Due to a bug in my mod i encountered this item from reactors by GotLag { type = "item", name = "steam-turbine", icons = { { icon = "__base__/graphics/icons/steam-engine.png", }, { icon = "__base__/graphics/icons/steam-engine.png", tint = turbine_tint } }, flag...
by Doublespin
Thu Oct 06, 2016 11:33 pm
Forum: Modding help
Topic: The generation of the resource in map.
Replies: 7
Views: 2683

Re: The generation of the resource in map.

I'm not sure if i'm correct but this is how i think some of the parameters work. The minable properties shouldnt change the spawning. min/max_amount: after a machine/player mines a resource you will get a number of resources between these number. min_amount=1, max_amount=3 will give you after each m...
by Doublespin
Tue Jul 28, 2015 2:06 pm
Forum: Mods
Topic: [0.11.22] Replicators 1.0.25
Replies: 57
Views: 51293

Re: [0.11.22] Replicators 1.0.25

I'm sorry to say that i wont work any further on this mod (personal issues).
But you can check out this fork of the mod: [0.12.1]Dark Matter Replicators
by Doublespin
Tue Jun 16, 2015 11:33 am
Forum: Pending
Topic: [0.11.22] Crash when attacking biter
Replies: 1
Views: 3468

[0.11.22] Crash when attacking biter

Probably i should mention that i play with some mods, but i dont know if the crash is related to them so i pst it here:) Sometimes when i fight with biter or spitter the game will crash. It happened the second time when i tried to destroy a nest. Do you need a savegame or the mods im using? 0.001 20...
by Doublespin
Mon Jun 15, 2015 10:18 am
Forum: Mods
Topic: [0.11.X]Big Stacks!
Replies: 9
Views: 13735

Re: [0.11.X]Big Stacks!

IF you want to change nearly every stacksize then you can use this: local StackSize = 1000 for _,dat in pairs(data.raw) do for _,items in pairs(dat) do if items.stack_size and items.stack_size>1 then items.stack_size = StackSize end end end Save it as data-updates.lua and it should change every item...
by Doublespin
Fri Jun 12, 2015 9:26 am
Forum: Mods
Topic: [0.11.22] Replicators 1.0.25
Replies: 57
Views: 51293

Re: [0.11.22] Replicators 1.0.25

So now you can play with the current version of replicator?
by Doublespin
Thu Jun 11, 2015 11:01 pm
Forum: Mods
Topic: Cursed Suggestions
Replies: 15
Views: 18902

Re: Cursed Suggestions

I'm glad you like it :D I ordered with "a-a",... but i couldnt get the right order :) The order "a", "b", "c", "d","e","f" for the talent parts are changing sometimes :) so i get a random order ingame and i really dont know why :D...
by Doublespin
Thu Jun 11, 2015 10:25 pm
Forum: Mods
Topic: [0.11.20] Displaying range of turrets [v1.0.0]
Replies: 13
Views: 18874

Re: [WIP][0.11.20] Displaying range of turrets [v0.0.2]

Ok just for the theory: You can make a valid recipe with the free choice of name. So this will be your variable. The recipe can be disabled and hided. So a player wont see anything of it. This name can be written in data-updates-lua and accessed in control.lua, right?? To make sorting easier you can...
by Doublespin
Thu Jun 11, 2015 10:03 pm
Forum: Mods
Topic: [0.11.20] Displaying range of turrets [v1.0.0]
Replies: 13
Views: 18874

Re: [WIP][0.11.20] Displaying range of turrets [v0.0.2]

I dont know much about lua and factorio but maybe this will work???
save the name of the turrets with their range as a table.
In the control.lua you can cycle through the table with pairs so you wont need any hard coded names
You can fill the table with names and ranges in the data-updates.lua

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