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by Deadlock989
Fri Feb 05, 2021 11:19 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 107
Views: 22141

Re: Industrial Revolution 2 discussion

Bug report. The following quote is just meant to make Deadlock notice this. (Hope this works, as I quoted from another thread. :-) I've got this crash: 12.243 Error ModManager.cpp:1560: Error while loading technology prototype "geode-processing-1" (technology): Difficulty normal: Ingredie...
by Deadlock989
Tue Feb 02, 2021 5:43 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 180
Views: 44860

Re: [MOD 1.1.x|1.0.x]Recycling Machines

It has been reported that this mod is incompatible with Industrial Revolution 2 mod. This appears to be because IR2 seems to completely remove the vanilla assembling machines from the game, whereas this mod assumes that no mod ever does that. Not true. In fact they are merely reskinned. IR2 doesn't...
by Deadlock989
Tue Feb 02, 2021 3:00 pm
Forum: Ideas and Suggestions
Topic: Make empty furnaces hide receipt again
Replies: 11
Views: 1283

Re: Make empty furnaces hide receipt again

+1. It's frustrating when you have multi-item "smart furnace" set ups (or any other kind of mod machine that is being represented by a furnace-type entity). The machine shows the last thing processed, e.g. iron ore. It could be able to process copper ore because it's being fed by a mixed b...
by Deadlock989
Mon Feb 01, 2021 5:23 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 44
Views: 18059

Re: Dyson Sphere Program

It's not terribly obvious at first, but you can use <tab> to switch between 3 different types of splitters. When you do that you can get a bus going with only having the belts 1 tile apart. Bus lanes go on the ground, and splits go on level 2 above them. Jeez. That was well hidden. And I would reco...
by Deadlock989
Sat Jan 30, 2021 2:56 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 41
Views: 10221

Re: [One Line Suggestions]

That is exactly what the "Discussions" tab does. I infer from "directly" that "privately" was meant. It is a bit odd that there is an optional "Contact" field in info.json but this isn't shown on the portal, and you can't set it / specify in the mod portal in...
by Deadlock989
Sat Jan 30, 2021 2:22 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 44
Views: 18059

Re: Dyson Sphere Program

The thing that I can't understand is why assemblers have higher tiers, but refineries and chem plants don't. Wait. Where I seen that? :D Worse for me is that they don't stack vertically. Belts and splitters can stack vertically so you can have a vertical bus - but no crafting machine can ever use a...
by Deadlock989
Thu Jan 28, 2021 12:09 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 44
Views: 18059

Re: Dyson Sphere Program

I think it has a lot of potential. I'm not far into it but have already noted several things I prefer to Factorio (e.g. click-to-move, action queues), and having just one lane on a belt is a blessed relief (although the belt inserter/loader equivalent is uninspired). I haven't gotten off planet yet ...
by Deadlock989
Tue Jan 26, 2021 1:09 pm
Forum: Modding help
Topic: Limit to entity size?
Replies: 8
Views: 839

Re: Limit to entity size?

Of course, but you maybe have to think about the animations. I am not sure because I never created one. I am still in the learning phase. But If I understood it right, the animation pictures are all in one spreadsheet. So this could mean less animations eq more resolution. So if you want to have 32...
by Deadlock989
Mon Jan 25, 2021 2:04 pm
Forum: Modding discussion
Topic: Handling vanilla tips and tricks in mods?
Replies: 14
Views: 2232

Re: Handling vanilla tips and tricks in mods?

Isn't nuking them just making more hassle for yourself in the long run? Yes. That is literally why I tried to start a discussion about it. I was just asking for a way to hide them. A simple "no" would have sufficed. It wasn't ever about "harm". It was about having a list of brok...
by Deadlock989
Sun Jan 24, 2021 4:53 pm
Forum: Modding discussion
Topic: Handling vanilla tips and tricks in mods?
Replies: 14
Views: 2232

Re: Handling vanilla tips and tricks in mods?

I've just removed all code from my mod that attempts to deal with vanilla tips and tricks and converted the existing mod info pages to use the optional "Informatron" mod instead. I'll release it when 1.1 stable drops. After that, if any base mod tips and tricks simulations are inaccurate o...
by Deadlock989
Sun Jan 24, 2021 12:57 pm
Forum: Modding discussion
Topic: Handling vanilla tips and tricks in mods?
Replies: 14
Views: 2232

Re: Handling vanilla tips and tricks in mods?

There was never any debate.
by Deadlock989
Sun Jan 24, 2021 12:18 pm
Forum: Modding discussion
Topic: Handling vanilla tips and tricks in mods?
Replies: 14
Views: 2232

Re: Handling vanilla tips and tricks in mods?

I don't want broken ugly garbage in my mod. Vanilla save games aren't compatible with overhaul mods and we have spent years telling mod punters not to try. Then you bundle 20 of them into every modded game. I am only nuking them because they can't be hidden more gracefully. Give us a way to hide the...
by Deadlock989
Sat Jan 23, 2021 11:05 pm
Forum: Modding discussion
Topic: Handling vanilla tips and tricks in mods?
Replies: 14
Views: 2232

Re: Handling vanilla tips and tricks in mods?

I still think it would be better if T&T prototypes had a hidden flag like the other basic prototypes and if I'm honest I still think it's a mistake to load any vanilla simulations into a modded game. But if you can make all the simulations adapt to mod changes so that they're not broken then yes...
by Deadlock989
Sat Jan 23, 2021 8:53 pm
Forum: Modding discussion
Topic: Handling vanilla tips and tricks in mods?
Replies: 14
Views: 2232

Re: Handling vanilla tips and tricks in mods?

Also, I don't understand the logic of wanting to remove all the vanilla simulations and keep the modded simulations. In vanilla simulations, there are basically 0 unknown variables, so they should be the easiest to keep valid compared to tips of other mods related to (possibly) vanilla entities AND...
by Deadlock989
Sat Jan 23, 2021 12:14 pm
Forum: Not a bug
Topic: [1.1.14] Crashing while start with Industrial Revolution 2
Replies: 4
Views: 1010

Re: [1.1.14] Crashing while start with Industrial Revolution 2

This is a bug in the industrial revolution. https://mods.factorio.com/mod/IndustrialRevolution I would suggest to contact the author to make a fix. The mod for some reason changed the dependencies/structure of the tips and tricks so it crashes whenever new tips and tricks with dependency to draggin...
by Deadlock989
Fri Jan 22, 2021 12:06 pm
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 2253

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Hi Pi-C, Thanks for spotting the broken log function name. This code has been out on the portal for about 15 months and this is the first time (to my knowledge) that any other mod has triggered it - I wrote it "blind" to try and avoid infinite loops, clearly with limited success. Probably ...
by Deadlock989
Tue Jan 19, 2021 3:27 pm
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 2253

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Does "pollution produced by all the player's machinery at every tick" mean the total sum of pollution units created by each polluter on the surface (then having negative pollutants anywhere would always reduce the total amount), or is the total pollution the sum of the pollution units per...
by Deadlock989
Tue Jan 19, 2021 12:45 pm
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 2253

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Yes, you're right of course -- "doubling" the pollution isn't what it does, it just leaves you with twice the pollution (compared to the un-moduled variety). No, that's not technically correct, but this is nitpicking. Regardless of how you word it, we agree that half of a negative number ...
by Deadlock989
Tue Jan 19, 2021 1:23 am
Forum: Modding help
Topic: How to reduce pollution of an assembling-machine with efficiency modules?
Replies: 15
Views: 2253

Re: How to reduce pollution of an assembling-machine with efficiency modules?

Say I insert an efficiency-3 module into this. It will apply a factor of 0.5 to the base pollution. But 50 % of -45 is -22.5, so adding that module will double the pollution instead of reducing it. Can I work around this somehow? Strictly speaking this is not "doubling the pollution". If ...

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