Search found 65 matches

by Qcor
Mon Oct 05, 2015 4:40 pm
Forum: Modding help
Topic: proper energy generators in 12.x
Replies: 0
Views: 2902

proper energy generators in 12.x

Is there any way to create a proper energy generator in ver 12.x? By 'proper' I mean sth NOT based on 'accumulator' type. Until now, from what I know, most stuff (like wind/water turbines etc) was based on accumulator type but there is one big problem with this solution - they don't charge real accu...
by Qcor
Sat Jun 27, 2015 12:15 pm
Forum: Ideas and Suggestions
Topic: factorio launcher / profile manager
Replies: 13
Views: 6951

Re: factorio launcher / profile manager

This is not the question of 'is this needed?' or not. It IS needed. Period. And it WILL be done sooner or later regardless of if you like it or not. The only question here is - will it be done by devs or 3rd party? Why I am so sure of it? Simple - a) it happened to all other games of this type where...
by Qcor
Wed Jun 24, 2015 9:21 pm
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

when u firing with super graded bow, like 80 shooting speed, u have very high change to catch fatal error in mp ( if u caught such error, here is workaround : prototypes folder in cursed-bows.lua change obj.attack_parameters.cooldown = 600 / (i ^ 2 * 0.0014 + i * 0.25 + 24) from 60/ in cursed-ammo....
by Qcor
Tue Jun 23, 2015 1:26 am
Forum: Mods
Topic: Cursed Questions
Replies: 35
Views: 26074

Re: Cursed Questions

a question.. why did you nerf fishers so much?

Now they cost 100% more and produce 80% less.
Was that intended? Because tbh that makes generators worthless... now it takes 5 times longer to produce a body :(
by Qcor
Tue Jun 23, 2015 12:28 am
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

From what I see in my current world the generator operates at somewhat low priority. Not exactly sure why because its definition states clearly that it should be primary-output generator.energy_source.usage_priority = "primary-output" but for some reason it looks like power grid 'prefers' ...
by Qcor
Mon Jun 22, 2015 2:45 pm
Forum: Mods
Topic: Cursed Questions
Replies: 35
Views: 26074

Re: Cursed Questions

1) they loose XP when there is no pollution.
2) they absorb pollution

Click on oxygen button while standing near to mine to make sure there is pollution
by Qcor
Mon Jun 22, 2015 11:45 am
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

Code: Select all

game.player.print(( talents[5][4].now / 200 + (stats.defence.level * datos.resDefence) / 100) * 60 * 3)
Intentional? Looks like debugging code.
by Qcor
Mon Jun 22, 2015 11:38 am
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

1) filling generator 60 times per sec is not ideal but it is the only way it works correctly. Any other way I tested (which in theory should work) was giving me fluctuations and false readings on the graph. I'll try to demonstrate it to you as soon as you give us new version with your fix, because ...
by Qcor
Sun Jun 21, 2015 7:32 pm
Forum: Ideas and Suggestions
Topic: factorio launcher / different game instances
Replies: 9
Views: 4360

Re: factorio launcher / different game instances

fair enough ssilk.
rewriten here: https://forums.factorio.com/forum/vie ... =6&t=13133

ready to close/dekete this one.
by Qcor
Sun Jun 21, 2015 7:29 pm
Forum: Ideas and Suggestions
Topic: factorio launcher / profile manager
Replies: 13
Views: 6951

factorio launcher / profile manager

Problem: There is no easy way of handling different game instances. If I want to have a few separate worlds (SP, some test world, MP or just different mod packs) the only options are either shuffling with directory names (or copy-pasting modpacks in/out of mod folder) or creating different shortcuts...
by Qcor
Sun Jun 21, 2015 4:18 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187156

Re: Cursed Exp - Main

whats the biggest grid size the cursed armor can get because id love to stay with the cursed set but its to small to do anything with Max is 32x32. It scales like this: math.floor(i * 30 / 250) + 2, where i is armor lvl (armor max lvl is 250) [edit] this is in 0.4.1. There will be some armor balanc...
by Qcor
Sun Jun 21, 2015 12:41 pm
Forum: Ideas and Suggestions
Topic: factorio launcher / different game instances
Replies: 9
Views: 4360

Re: factorio launcher / different game instances

Yeeeess... TOTALLY a professional, user-friendly and easy solution... <facepalm> Let me clarify something here, because you are clearly missing the point here. I didn't ask HOW to do this.. I know how. My point is - THIS IS NOT HOW IT SHOULD BE DONE. And since it is "Ideas and Suggestions"...
by Qcor
Sat Jun 20, 2015 9:55 pm
Forum: Mods
Topic: Cursed Suggestions
Replies: 15
Views: 18990

Re: Cursed Suggestions

"Big" base is ofc hard to define.. it's more of a personal preference. I took a rough measurement of my current base and it's about 140x160. That means minimum ~20 walls, depending on how you do the corners, and that is just to encase tightly current buildings. What is maybe even more impo...
by Qcor
Sat Jun 20, 2015 9:39 pm
Forum: Ideas and Suggestions
Topic: factorio launcher / different game instances
Replies: 9
Views: 4360

Re: factorio launcher / different game instances

Well that's a bit easier but still hardly a user-friendly solution.

I was thinking of something like in other games.. you know.. more GUI, less command line :)
by Qcor
Sat Jun 20, 2015 7:54 pm
Forum: Ideas and Suggestions
Topic: factorio launcher / different game instances
Replies: 9
Views: 4360

factorio launcher / different game instances

This hase been rewritten here: https://forums.factorio.com/forum/viewtopic.php?f=6&t=13133 -- ßilk My forum search on this topic came out empty so here is a question/idea: Is there a way to handle different instances of factorio in a civilized manner? Lets say I want 1) my single player world 2...
by Qcor
Sat Jun 20, 2015 11:04 am
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

landfill mod should not fill water under fisher (or any other entity). it should check if there are any entities there and should stop you from doing that.
by Qcor
Thu Jun 18, 2015 7:25 pm
Forum: Mods
Topic: Cursed Suggestions
Replies: 15
Views: 18990

Re: Cursed Suggestions

The idea of walls is rly nice but I agree that 16 is MUCH too low to be of any practical use. Bases are just too big for that. I'd love to use them but they leave a gap near water and other walls and that is a serious downside :( Another downside is that you cant move them without loosing all mass. ...
by Qcor
Thu Jun 18, 2015 1:17 pm
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

1) yup.. we knew that (described in other posts). Just waiting for that 0.4.2 release :D 5) emm.. no. in lua this: "if number1 % number2 then ..." is always true no matter what. The result will always be a number and ALL numbers in lua (yes ZERO too) give you 'true' in a condition check. T...
by Qcor
Thu Jun 18, 2015 11:03 am
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

1) filling generator 60 times per sec is not ideal but it is the only way it works correctly. Any other way I tested (which in theory should work) was giving me fluctuations and false readings on the graph. I'll try to demonstrate it to you as soon as you give us new version with your fix, because i...
by Qcor
Wed Jun 17, 2015 12:27 am
Forum: Mods
Topic: Cursed Bugs
Replies: 34
Views: 28635

Re: Cursed Bugs

New version with several fixes. I hope L0771 will approve and integrate this into main release when he will come back. :) Very brief description of changes: 1) cursed generator was producing less energy than intended and in some instances wasn't outputting at a constant rate ( I observed some rly st...

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