Search found 2528 matches

by Deadlock989
Sat Sep 07, 2019 4:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

The point of hand-crafting that first assembler is to remind you that every assembler you make makes crafting more assemblers faster, and faster, and faster. That is literally the game. So buffing hand-crafting will never happen. I get that the Almost Empty-Handed Start with a Surprisingly Long Burn...
by Deadlock989
Sat Sep 07, 2019 12:21 am
Forum: Mod portal Discussion
Topic: [Mod Portal] [Ingame Portal] License Tab/Info
Replies: 3
Views: 1858

Re: License Tab for mod portal

+1. As someone using a custom license for the first time, despite a lot of previous mod portal experience, I found the mod portal's custom license feature extremely difficult and confusing. It asks you to provide a description for the license - I thought that should rightly be an actual copy of the ...
by Deadlock989
Fri Sep 06, 2019 11:21 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

--------------------------------------------------------------------------------------------------- Version: 0.9.99 Date: 07. 09. 2019 Fixes: - Fixed CTRL+G causing an error when trying to use the keyboard to toggle the generator manager. - Fixed a dopey mistake with AAI compatibility, caused by mov...
by Deadlock989
Fri Sep 06, 2019 9:43 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

Coolio! Is it going to be your own implementation of the burner leech mod? It does sounds powerful early on when everything is powered by burner energy. Should I replace it with said mod while I patiently wait for the fix? ;) No ... It had a stupid internal name which has now changed. "Burner ...
by Deadlock989
Fri Sep 06, 2019 9:02 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

ThreePounds wrote: ↑
Fri Sep 06, 2019 9:01 pm
I'm encountering a crash when pressing ctrl+G on any entity (e.g. stone furnace)
Fixed in next version.
by Deadlock989
Fri Sep 06, 2019 9:02 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

richarnd wrote: ↑
Fri Sep 06, 2019 8:34 pm
Is there an alternative to Squeak Through included (presumably somewhere in the research tree), or a similar mod that's compatible?
They tell me that one of the Picker mods does a better job of that kind of thing than Squeak Through does, but I haven't tested it with IR myself.
by Deadlock989
Fri Sep 06, 2019 9:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

For my needs, and because it's interesting, I think the best thing is to try to put things in a place where IR would "sweep them up" along with everything else, so to speak, if you've written things in a way that makes that possible. I'm happy to add hidden dependencies to IR if it makes ...
by Deadlock989
Fri Sep 06, 2019 8:54 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

Look i'm IR - dare to use all the favorite mods you are used to... Yes, I "dared" not to test and include every single mod on the portal first, even the ones I never use or the ones that are famous for breaking stuff. Or, as in this case, both. I will probably look at AB when I get around...
by Deadlock989
Fri Sep 06, 2019 8:32 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

Adamo wrote: ↑
Fri Sep 06, 2019 8:25 pm
Do you remove any crafting categories?
No, but add a lot.
by Deadlock989
Fri Sep 06, 2019 8:32 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

steinio wrote: ↑
Fri Sep 06, 2019 8:31 pm
Ok, ok.

But Dectorio is explicitly named in the optional dependencies.
Without IR the game starts flawless.
Is Alien Biomes in the supported mods list?
by Deadlock989
Fri Sep 06, 2019 8:18 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

steinio wrote: ↑
Fri Sep 06, 2019 8:16 pm
Looks like Space Exploration has some issues.
Space Exploration is not currently supported. Future support is planned.

Bullet Trails is not supported and have no plans to support it, IR provides its own "trails" by using physical projectiles.
by Deadlock989
Fri Sep 06, 2019 8:12 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

I'm looking around -- I think in that case it was vanilla loaders HD. I'll bug you with a mod list if it ever becomes useful, but for now I'm fucking with it. Gold processing also caused a circular tech tree. Knowing more about what you're doing internally would be good, but I know you're probably ...
by Deadlock989
Fri Sep 06, 2019 7:46 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

Yo Deadlock, any idea what I should be looking for that's interacting with IR to cause a circular tech tree around the logistics tech? I already disabled Dragon Industries, which was the thing I immediately thought of as changing the tech tree in any major way. No idea without seeing a mod list and...
by Deadlock989
Fri Sep 06, 2019 7:20 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

Absolutely astonishing write-up and description from Bilka here: https://factorio.com/blog/post/fff-311 Many thanks to the playtesters for talking some sense into me occasionally and making the mod much better. Also thanks to the Factorio team and other people with source access for adding various b...
by Deadlock989
Fri Sep 06, 2019 6:48 pm
Forum: Mod portal Discussion
Topic: [Mod portal] Description pages don't really allow transparency in images
Replies: 1
Views: 1173

[Mod portal] Description pages don't really allow transparency in images

References in Markdown to an externally-sourced image that has a transparent background get a huge white rectangle for a background, destroying the transparency, for example: https://mods.factorio.com/mod/IndustrialRevolution - is it possible they could not do that? I'm also not a huge fan of the th...
by Deadlock989
Thu Sep 05, 2019 6:58 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358313

Re: [MOD 0.17+] Industrial Revolution (WIP)

billbo99 wrote: ↑
Thu Sep 05, 2019 6:54 pm
Front page has been update to say its coming out on 6th Sept ... just hope that is 2019
Who knows ... it will be forever shrouded in an impenetrable mystery
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Untitled.png (6.01 KiB) Viewed 6086 times
by Deadlock989
Wed Sep 04, 2019 6:09 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.67] Sort of "z-fighting" shenanigans between pipe_pictures and pipe_covers on modded storage tanks
Replies: 11
Views: 4266

Re: [posila] [0.17.67] Sort of "z-fighting" shenanigans between pipe_pictures and pipe_covers on modded storage tanks

Adamo wrote: ↑
Wed Sep 04, 2019 6:02 pm
I've been paying close attention to pipe pictures, as apparently has Deadlock.
They are the bane of my life. Everything about pipes is difficult.
by Deadlock989
Wed Sep 04, 2019 10:41 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54422

Re: [MOD 0.17] Deadlock's Crating Machine

Any chance to add an option to research this earlier? Requiring belts and automation would be understandable, but waiting until I have blue research lube and engines is a little long for crating 1. Zero chance of that happening, sorry. Where the tech should be unlocked is an opinion. My opinion at ...
by Deadlock989
Tue Sep 03, 2019 2:08 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.67] Sort of "z-fighting" shenanigans between pipe_pictures and pipe_covers on modded storage tanks
Replies: 11
Views: 4266

[posila] [0.17.67] Sort of "z-fighting" shenanigans between pipe_pictures and pipe_covers on modded storage tanks

As a result of this bug report and Twinsen's fix, the behaviour of the pipe_pictures specified in the fluid boxes of storage tanks is much improved in .67, i.e. the sprite segments now appear as expected and can be re-used across different types of entity - thanks for that. There is something off wi...
by Deadlock989
Tue Sep 03, 2019 1:19 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.66] Storage tank entities ignore pipe_picture in their fluid boxes
Replies: 3
Views: 2411

Re: [Twinsen][0.17.66] Storage tank entities ignore pipe_picture in their fluid boxes

The behaviour of the pipe_pictures is much improved in .67, i.e. now works as expected - thanks for that. There is something off with layers / render order, though. The pipe_pictures and pipe_covers interact poorly, being rendered on top of each other in a different order depending on location, enti...

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