Search found 225 matches

by seronis
Thu Apr 21, 2016 5:51 am
Forum: Ideas and Suggestions
Topic: Research a Technology again/Auto Recipe update
Replies: 3
Views: 2121

Re: Research a Technology again/Auto Recipe update

If a mod is changing or adding a recipe he SHOULD make sure that they are properly unlocked if the player already has the tech researched. Its his job and its a bug if he doesnt do that.
by seronis
Wed Apr 20, 2016 6:39 pm
Forum: Modding help
Topic: Something like event "on player near gate"
Replies: 8
Views: 2343

Re: Something like event "on player near gate"

b) I would have to do that for every single gate. My factory now containts like 150 gates... And I don't know if it is even possible. I actually meant that if a neutral gate works then just have a mod that makes all gates neutral instead of being owned. That is something that can be done in the on_...
by seronis
Wed Apr 20, 2016 5:18 pm
Forum: Modding help
Topic: Something like event "on player near gate"
Replies: 8
Views: 2343

Re: Something like event "on player near gate"

I dont actually use gates and my modding experience is very limited to some tweaking at the moment, but couldnt you accomplish this by setting the ownership of the gate to a neutral party or would that allow biters to open it too ? Is there even a neutral force ?
by seronis
Wed Apr 20, 2016 5:08 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196339

Re: Solar panels less of a no-brainer

But you're not limited. Oil is infinite and can be turned into solid fuel. Thus steam power is a free and infinite power source no different than solar. With steam you need the oil extraction feeding into the set of factories to convert to solid fuel. For solar power you need the series of factories...
by seronis
Wed Apr 20, 2016 4:55 pm
Forum: Off topic
Topic: Illegal Copy Multiplayer
Replies: 13
Views: 37544

Re: Illegal Copy Multiplayer

Of course I dont care that its illegal. I care WHY things might be illegal and live based on the intention. You dont follow a law because its a law. You follow a law because it has a purpose and its the purpose you are supposed to live by. Thats common sense
by seronis
Wed Apr 20, 2016 4:53 pm
Forum: Ideas and Suggestions
Topic: New Evolution method
Replies: 3
Views: 1305

Re: New Evolution method

Look at any of the half dozen mods that already do this.
by seronis
Wed Apr 20, 2016 4:41 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124770

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

From my experience its safe. But as with any mod for any game, USER BEWARE. Things can always go wrong so expect that there is a non zero chance of save corruption. But anyone who uses mods for any game should know to keep multiple saves and not just keep saving overtop of your more recent one. Be s...
by seronis
Wed Apr 20, 2016 2:16 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196339

Re: Solar panels less of a no-brainer

What id like is solar boilers. The ability to make molten salt for high density energy storage. And instead of steam engines have a temperature differential engine to feed the molten salt into that has a small loss on materials used (so you have to also be producing more salt somewhere). That would ...
by seronis
Wed Apr 20, 2016 1:58 am
Forum: Off topic
Topic: Illegal Copy Multiplayer
Replies: 13
Views: 37544

Re: Illegal Copy Multiplayer

Not only do you spit on their work, you do it right in their face !!! Its not disrespectful or spitting on their work. His desire to play with a friend generated a sale. It might generate another if that friend has a good experience. Thats awesome. More sales = great thing ummmmm so you are saying ...
by seronis
Tue Apr 19, 2016 9:34 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43444

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

if you do wind up adding new power generation types, I'd not do wind as there is already a mod that adds it in. Loving the mod btw. I still insist to add wind since I might do something differently. And my mod is focused on balance, so wind turbines would be probably really big and loud (attracts a...
by seronis
Tue Apr 19, 2016 1:43 am
Forum: Won't implement
Topic: Create some way for Inter-Process-Communication
Replies: 15
Views: 6263

Re: Create some way for Inter-Process-Communication

as sockets breaks the lua sandbox and breaks the determinism I wish devs would stop sandboxing outside of debug builds. Its more limiting than protective. Breaking determinism with how Factorio implements multiplayer is an issue though. And could also be resolved by having the game use a buffer out...
by seronis
Tue Apr 19, 2016 1:32 am
Forum: Ideas and Requests For Mods
Topic: A unified tick-based code handling mod
Replies: 13
Views: 4700

Re: A unified tick-based code handling mod

it'd be possible to have a mod which would have the unified handler in dependencies and import some interface sweetener: stl_script={ on_event = function(event_id, function_handle) --insert clever code here end } so that user-modder would invoke unified handler functions in a same fashion as he inv...
by seronis
Tue Apr 19, 2016 12:28 am
Forum: Ideas and Requests For Mods
Topic: Contracts - A new approach to research
Replies: 1
Views: 901

Re: Contracts - A new approach to research

The homeworld and galactic trade mods (both hosted in these forums) cover basically what you want, although without the science pak changes. You could adjust the contracts in the Homeworld mod to give science pack rewards with minor tweaking. I recommend both of them but they still fall a little sho...
by seronis
Tue Apr 19, 2016 12:02 am
Forum: Modding help
Topic: Get basic ingredients of items
Replies: 1
Views: 693

Re: Get basic ingredients of items

The Galactic Trade mod does exactly this. Download and check its code
by seronis
Mon Apr 18, 2016 11:56 pm
Forum: Mods
Topic: [MOD 0.12.x] Mod Iconizer
Replies: 26
Views: 17526

Re: [MOD 0.12.x] Mod Iconizer

Its a bug. its just an exceptionally minor bug. Not game breaking. Game breaking would be your save/world gets corrupted or causes a crash during normal play. Changing mods is not something you do constantly during a single session sitting at your computer. Obviously it should be fixed if possible b...
by seronis
Mon Apr 18, 2016 10:08 pm
Forum: Mods
Topic: [MOD 0.12.x] Mod Iconizer
Replies: 26
Views: 17526

Re: [MOD 0.12.x] Mod Iconizer

Thats not game breaking. Generally you only change mods when starting new games. Migration features are a bonus that most modable games dont even support at all, they are not an expectation.
by seronis
Mon Apr 18, 2016 10:04 pm
Forum: Bob's mods
Topic: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*
Replies: 21
Views: 9264

Re: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*

I think it would be interesting if you could possibly change the pollution output of the rocket silo, so that once that part is done, it severely increases the pollution on the map. This would trigger a lot more alien activity coming to try to destroy the rocket silo, or at least try to over run yo...
by seronis
Mon Apr 18, 2016 9:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287316

Re: [MOD 0.12.x] Landfill (2.1.7)

Vas wrote:I really don't want toadd this one because of the device you have in it that allows people to create water anywhere with an explosion.
Then just dont ever construct them? Dont use pieces you dont like. Not rocket science =-)
(disclaimer: the explosives actually are rocket science)
by seronis
Mon Apr 18, 2016 9:34 pm
Forum: Mods
Topic: IconFix
Replies: 8
Views: 4215

Re: IconFix

Are these just better graphics or are they higher resolution? The netbook im limited to playing on right now is extremely memory limited and im avoiding any mods that try to raise the resolution with graphics replacements.

Go to advanced search