Search found 14 matches

by embermctillhawk
Mon Nov 25, 2024 11:15 pm
Forum: Ideas and Suggestions
Topic: Fish Breeding Productivity Research
Replies: 4
Views: 1982

Re: Fish Breeding Productivity Research


You missed one thing: A net positive nutrient loop using fish would allow local nutrient production on Nauvis. And right now, that’s deliberately impossible. Before release, fish breeding was done with tree seeds, allowing people to farm nutrients on Nauvis. But that was removed, and biter eggs ...
by embermctillhawk
Mon Nov 25, 2024 1:30 am
Forum: Ideas and Suggestions
Topic: Fish Breeding Productivity Research
Replies: 4
Views: 1982

Fish Breeding Productivity Research

TL;DR
Add a productivity research for Fish Breeding.

What?
1000*2^n
2000, 4000, 8000, 16000...
At an exponential cost of Automation, Logistics, Chemical, Production, Utility, Space, and Agriculture science, increase the productivity of the Fish Breeding recipe by 4%.

Why?
Fish Breeding was ...
by embermctillhawk
Wed Nov 20, 2024 2:23 am
Forum: Duplicates
Topic: [2.0.20] smart bot update doesn't consider bots running out of power
Replies: 2
Views: 251

[2.0.20] smart bot update doesn't consider bots running out of power

Minor graphical quirk, bots who are using the smart bot updating mechanism (FF#421) which run out of power may visually rubberband back to their proper location after the step.
by embermctillhawk
Fri Jul 05, 2024 6:20 pm
Forum: Modding interface requests
Topic: Add Sprite4Way to ContainerPrototype
Replies: 5
Views: 696

Add Sprite4Way to ContainerPrototype

TL;DR
Topic name.

What?
Add an optional entry of type Sprite4Way to ContainerPrototype, similar to how CombinatorPrototype has the "sprites" entry, which will override the "picture" entry if present.
I don't remember if the game already will allow rotating the collision box if the entity is non ...
by embermctillhawk
Mon Oct 26, 2020 9:01 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 31829

Re: [1.0] bugs and balance issues.

I have found a mod incompatibility.

RitnLib breaks bob ore generation. Worldgen simply does not create any bob ore patches.

There doesn't seem to be anything interesting at all in the factorio log but I'll include it for completeness.

I'll go digging to see if I can find anything in that mod.
by embermctillhawk
Sun May 03, 2020 9:45 am
Forum: Resolved Problems and Bugs
Topic: [0.18.22] Multiplayer weird movement on belts
Replies: 1
Views: 2272

[0.18.22] Multiplayer weird movement on belts

This issue is in multiplayer, and only experienced by a client. The host does not see this, and this does not occur in singleplayer. Reproduced both on a public server and my friend hosting from his game.

- What did you do?
By placing Steel Chests and Transport Belts in the manner shown in the ...
by embermctillhawk
Thu Apr 30, 2020 9:39 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 360117

Re: MOD [ 0.17.x/0.18.x] Bio-Industries



I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is ...
by embermctillhawk
Mon Apr 27, 2020 10:19 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 360117

Re: MOD [ 0.17.x/0.18.x] Bio-Industries

I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is done ...
by embermctillhawk
Sun Apr 26, 2020 6:14 am
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 65447

Re: [0.18.x] Bob's Mods: General Discussion

Do you know where the Thorium Fuel Cell has the 500% pollution penalty specified? I can't seem to find it. I'm looking at making my own variant of polluting nuclear reactors, and I want it to play nicely, but, that means I have to find when and where that happens.

Or if that's not an intended ...
by embermctillhawk
Wed Mar 25, 2020 7:26 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 65447

Re: [0.18.x] Bob's Mods: General Discussion



Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?

What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units ...
by embermctillhawk
Wed Mar 25, 2020 5:56 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 360117

Re: MOD [ 0.17.x] Bio-Industries

__Bio_Industries__/control.lua:191: attempt to index global 'data' (a nil value)

This appears in 0.18 gameplay during the seed bomb explosion.

EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown ...
by embermctillhawk
Wed Mar 25, 2020 5:27 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 65447

Re: [0.18.x] Bob's Mods: General Discussion

Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?

What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units per ...
by embermctillhawk
Fri Mar 13, 2020 9:36 pm
Forum: Questions, reviews and ratings
Topic: replacement for util.decode()
Replies: 0
Views: 901

replacement for util.decode()

I'm looking into updating a mod to 0.18 and have an issue.

In the 0.18 changelog, it looks like they replaced util.decode() with LuaGameScript::decode_string()

Which would be fine but I need it before the game global exists, so... suggestions? Or is there something I'm completely misunderstanding?
by embermctillhawk
Mon Feb 24, 2020 10:34 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 167005

Re: [0.17] Please post bugs and balance issues here.

There is a conflict between Bob's Metals Chemicals and Intermediaries and the Recycling Machines mod.

After a on_configuration_changed event is triggered, all of the recycling crafts for the vanilla starter craftable items are disabled.

In trying to track down the issue further, I added a line to ...

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