Search found 1409 matches

by Deadlock989
Mon Oct 07, 2019 4:24 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 682
Views: 63428

Re: Recipes from mod not appears in existing save

Mod's new recipes for steel and electric furnaces is not applies to existing furnaces. They staying act like old furnaces, with no way to change current recipe. Could you advice any console commands to re-enable new recipes functionality for old furnaces? You shouldn't be able to access vanilla fur...
by Deadlock989
Mon Oct 07, 2019 9:24 am
Forum: Ideas and Suggestions
Topic: Providing PowerPC builds
Replies: 6
Views: 199

Re: Providing PowerPC builds

it's arguably better to have a bad experience than none at all. Arguably. I argue that it's not. For example, I could make myself some shit on toast, knowing that it's a much worse experience than Nutella on toast. Even though I don't have any Nutella, it's still shit on toast and still a terrible ...
by Deadlock989
Mon Oct 07, 2019 9:16 am
Forum: Gameplay Help
Topic: So deathworld...
Replies: 7
Views: 335

Re: So deathworld...

Another downside with flame turrets is that you might have to clear some trees if you don't want them to burn the whole forest down... which you desperately need for pollution absorption ! (Fire also causes pollution, but I have no idea how significant is that - I'd say negligible ?) Both types of ...
by Deadlock989
Mon Oct 07, 2019 8:33 am
Forum: Modding help
Topic: non-modular entities and modules
Replies: 9
Views: 249

Re: non-modular entities and modules

I tried those things. I tried all the things: You've misunderstood. If the entity doesn't support a property then adding it to the prototype will achieve nothing. Boilers just won't work with modules no matter what you do. That's the game engine. If you can't see module_specification on the list of...
by Deadlock989
Sun Oct 06, 2019 4:45 pm
Forum: General discussion
Topic: Where do you see the End Game
Replies: 14
Views: 917

Re: Where do you see the End Game

It doesn't have a clear purpose except for the two crystal clear purposes you mention ... Any game has a limited lifespan. From my point of view, this game has the best price to hours played ratio of any game I've played in the last 35 years, because of the incredible mod support it has. There's the...
by Deadlock989
Sun Oct 06, 2019 4:19 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 682
Views: 63428

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

1) Why can't I put excess wood into the incinerator? Because items that have a fuel value cannot also have an incineration recipe, because of burner inserters being dumb. If you could incinerate fuels, then burner inserters would first fuel themselves and then feed your entire wood stockpile (or yo...
by Deadlock989
Sun Oct 06, 2019 12:00 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Larger Lamps
Replies: 47
Views: 2903

Re: [MOD 0.17] Deadlock's Larger Lamps

I'm not sure of the release process of factorio, is not the 0.17.69 considered as the stable and so we won't have new 0.17.z version soon ? Anyway, I don't really see why you wait for a new version, will wait for it so, thank you. Experimental releases in the past have usually slowed down after the...
by Deadlock989
Sat Oct 05, 2019 7:23 pm
Forum: Gameplay Help
Topic: So deathworld...
Replies: 7
Views: 335

Re: So deathworld...

Nests won't send biters your way if they're not being fed by your pollution cloud. If your military research levels can't handle what's incoming, your best defence is to reduce your pollution. No magic required. You also made life harder for yourself by starting on a mostly desert map. No trees = no...
by Deadlock989
Sat Oct 05, 2019 7:20 pm
Forum: Technical Help
Topic: Game is unplayable on PC's
Replies: 7
Views: 254

Re: Game is unplayable on PC's

mysoft wrote:
Sat Oct 05, 2019 6:35 pm
can you please fix your game so that it work on PCs? by getting rid of this retarded 64bit requirement?
Maybe try Minesweeper, that's probably more your level.
by Deadlock989
Sat Oct 05, 2019 11:34 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Larger Lamps
Replies: 47
Views: 2903

Re: [MOD 0.17] Deadlock's Larger Lamps

Stargateur wrote:
Sat Oct 05, 2019 6:28 am
Added on a already running game, I can craft copper 2x2 lamp but not electric one.
Fixed for next version, which won't be released until 0.17.70 is out.
by Deadlock989
Sat Oct 05, 2019 11:24 am
Forum: Modding help
Topic: Pump fluid_animation is mysterious
Replies: 2
Views: 92

Re: Pump fluid_animation is mysterious

This is related to this earlier question, but I don't understand what apply_runtime_tint is for if it can't be changed? Is this pump specific? apply_runtime_tint is one of the most misunderstood properties of sprite layers. Most of the time it is used for tinting masks so that they have the player/...
by Deadlock989
Fri Oct 04, 2019 11:18 pm
Forum: Modding help
Topic: What do these loader prototype properties mean?
Replies: 5
Views: 212

Re: What do these loader prototype properties mean?

In my experience, any speed above 60 item/s can cause unwanted issues, whether belt or loader. Items are moving at 7.5 tiles per second at that speed. 120 item/s would be 15 tiles a second, that's an entire quarter of a tile per tick. Not surprised that the engine would have difficulty with that. Be...
by Deadlock989
Fri Oct 04, 2019 1:43 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 6876

Re: Friday Facts #315 - New test servers

It's still difficult. If there is interest, I'd be willing to make a "minimal prototypes needed to load without base" mod. Great interest, but very low urgency. Still interested in the Asciitorio/Trontorio ideas that we floated around Discord, but won't get to look at doing it until after 1.0 / lat...
by Deadlock989
Fri Oct 04, 2019 1:31 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 6876

Re: Friday Facts #315 - New test servers

Bilka wrote:
Fri Oct 04, 2019 1:23 pm
You can still disable the mod, just not in the GUI. You'd make your complete overhaul by just being incompatible with base.
Image
by Deadlock989
Fri Oct 04, 2019 1:01 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 6876

Re: Friday Facts #315 - New test servers

Super-interested in the idea of turning off the "base" mod (then maybe the ability to load in a sub-set of base mod features, e.g. terrain).
by Deadlock989
Fri Oct 04, 2019 12:06 pm
Forum: Modding interface requests
Topic: [Not needed] Allow specification of custom lamp light picture for type = "basic"
Replies: 2
Views: 104

Re: [Request] Allow specification of custom lamp light picture for type = "basic"

In my mind, using oriented light type for custom sprite is the correct way to do it. Only meaningful difference between basic and oriented light (besides basic light globally using utility-sprites.light-small or utility-sprites.light-medium) is that the basic light automatically rescales the sprite...
by Deadlock989
Fri Oct 04, 2019 11:43 am
Forum: Modding interface requests
Topic: [Not needed] Allow specification of custom lamp light picture for type = "basic"
Replies: 2
Views: 104

[Not needed] Allow specification of custom lamp light picture for type = "basic"

Following this thread. From the wiki for LightDefinition : type Type: Types/string Default: "basic" Either "basic" or "oriented". If the type is "oriented", the following properties are read additionally to the other properties: picture - Types/Sprite, mandatory rotation_shift - Types/float, optiona...
by Deadlock989
Fri Oct 04, 2019 10:39 am
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 342

Re: [0.17.69] Lamps and Ultra Wide resolutions

So I did some testing on both kinds of light source. These were all on a 4K resolution monitor at zoom level 1. Burner "lamp", size 80 light, intensity 0.75, colour orange, in a working visualisation: Top edge: no visible pop-in Bottom edge: no visible pop-in Left edge: barely visible pop-in that yo...
by Deadlock989
Thu Oct 03, 2019 3:48 pm
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 342

Re: [0.17.69] Lamps and Ultra Wide resolutions

The size in light definition should be diameter of the light. So for your light of size 80, the light would have radius 40; you can reduce it by 3 to 37, because entity renderer draws at least 3 tiles outside of any edge of the screen, and the light renderer search distance is actually relative to ...

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